TEXT: A fun little fantasy game by
  Jason Morningstar
  
  Dungeon Squad!
  1
  INTRODUCTION
  Dungeon Squad is a role-playing game designed expressly for young players with short attention 
  spans who demand action and fun. There is a lot of die rolling and some amusing shopping and 
  number-crunching. Characters can be generated in 30 seconds.
  WHAT YOU NEED
  Each participant should have access to a pencil, paper, and a set of polyhedral dice - one of each, 
  from D4 up to D12. Also snacks and beverages.
  CHARACTER GENERATION
  Each character has one each of D4, D8, and D12 to represent aspects of themselves - Wizard, 
  Warrior, and Explorer.
  Example: I want to make a wizardly thief type character, so I choose Wizard D12, Explorer D8, and 
  Warrior D4. Let's hope I have someone along to keep me out of harm's way in a fight!
  Each character has a D6 and a D10 to describe stuff - a weapon, armor, or magic spell.
  Example: For my wizardly thief, I choose the spell Sleep at D10 and Lightning at D6.
  Everyone has fifteen Hit Points. Damage reduces these directly.
  RESOLUTION MECHANIC
  All characters can fight, cast spells, and sneak 
  around at varying levels of skill. Difficulty is reflected 
  by a target number, typically 2, 4, or 6. Higher 
  numbers are certainly possible for daring feats.
  Roll against Warrior to hit in combat. A 2 or better is 
  needed to hit a weak foe, a 4 or better to hit an 
  average foe, and a 6 or better to hit a tough foe. 
  Obviously, if you assign D4 to Warrior, direct combat 
  will prove a challenge, if not impossible.
  Roll against Wizard to cast a spell. A 6 or better is 
  needed to cast a spell successfully, or a 2 or better 
  if the caster is not in a dangerous situation. One 
  peaceful option would be to assign D4 to Wizard and 
  take "Healing" as a spell, casting it only between 
  battles.
  Roll against Explorer to sneak around and be a thief. 
  You need a 2 or better to move silently, a 4 or better 
  to pick a lock or climb a wall, and a 6 or better to 
  disarm a trap or jump a chasm.
  
  Dungeon Squad!
  2
  EQUIPMENT THAT NEEDS TO BE ASSIGNED A "STUFF" DIE
  Swords do their die in damage - either D6 or D10. A "sword" could also be an axe or other weapon. 
  Other weapons rated at D4, D8, or even D12 might be found as treasure!
  Bows can damage a foe from a distance, doing their die in damage, but only half the time. If the 
  Warrior roll is odd, it does not count! If it is even, it actually hits! A "bow" could also be throwing 
  knives, a crossbow, or other ranged weapon.
  Armor reduces damage taken by a roll of its die. Thus, if you are hit for 7 points of damage and have 
  armor, you can roll that die and reduce damage taken by that amount, possibly all the way
  to zero. D10 armor is powerful stuff! Other armor rated at D4, D8, or even D12 might be found as 
  treasure!
  Some expensive gear affords a +1 bonus to a specific activity, effectively bumping the die up one 
  rank. Your D4 Explorer becomes D6, for example, when sneaking in Elven boots. A character can 
  carry a total of four pieces of "stuff" with dice assigned to it - spells, armor, weapons, and the like. If 
  a character acquires a cool bit of treasure with a die assigned to it (D6 Fireball scroll, for example), 
  it counts toward this total, as do the two items each character starts with. A player can mix and 
  match as needed, but no character can ever carry more than four.
  OTHER EQUIPMENT
  Anyone can do D4 damage with their fists or a 
  dagger, if they have no better weapon. Ropes, 
  picks and shovels, and other equipment can be 
  purchased, but has no "stuff" die associated with 
  it. There is no limit to the amount of regular stuff 
  you can carry.
  
  Dungeon Squad!
  3
  MAGIC
  There are six spells. Any character can choose to assign a "Stuff" die to gain a spell, and a sorcerer 
  can use both the D6 and D10 for different spells.
  A 6 or better is needed to cast a spell successfully in battle, or a 2 or better if the caster is not in a 
  dangerous situation.
  SPELL LIST
  DAZZLE causes one man-sized enemy to hesitate for every 2 points rolled. Bigger creatures require 
  4 points; smaller ones, 1! Victims cannot take any action for a turn when they are dazzled. Can be 
  cast once per battle.
  FIREBALL does triple its die in damage but can only be used once per adventure! Roll the Fireball's 
  die, then multiply the result by three. Anyone near the target takes the straight, pre-multiplication 
  Fireball die in damage as well - a powerful spell!
  HEALING restores its die in hit points to the person the wizard chooses. This spell can be cast once 
  per battle, and can only assist one person.
  LIGHTNING does its die in damage divided as the wizard chooses among targets. Can be cast every 
  turn.
  LUCK allows you to add your die to another person's roll, before they make it! Or reduce an 
  opponents roll by the same amount, before they make it. Can be cast every turn.
  MAGIC SHIELD protects a single person the wizard 
  chooses (including the wizard if she desires) from its 
  die in damage, which is chipped away until it is gone. 
  Can be cast once per battle.
  TREASURE AND ADVANCEMENT
  In the dungeon there may be treasures, such as magic 
  swords (+1, which makes a D6 sword a D8 sword), 
  magic wands (+1 die size for wizards casting spells), 
  Elven boots (+1 die size for moving silently), and 
  potions (containing spells with a one-time use). Gold 
  pieces can also be found! Gold can be used to buy 
  equipment, like ropes, lock-picks, lanterns, and ten-
  foot poles.
  Gold can also be used to increase any die one size 
  after each adventure, up to D12. 100 gold pieces 
  equals a one die increase. Gold can also be used to 
  buy increased hit points. 20 gold increases permanent 
  hit point total by one.
  
  Dungeon Squad!
  4
  MONSTER EXAMPLES
  All monsters need a 4 or better to hit an adventurer.
  VERMIN
  Attack with D4, Adventurers automatically hit one per attack, but they come in swarms
  Rat or Spider: Bite 1 point, 1 HP
  Giant Vampire Bat: Bite 2 points, 2 HP
  Stinking Slime Mold: Erodes metal, ruins armor and swords, 25 HP
  Magic Sponge Mold: Each point of magic used on it increases its HP by an equal amount, 25 HP
  WEAK
  Attack with D6, Adventurers need a 2 or better to hit, travel in packs
  Giant Rat: Bite D4, 4 HP
  Wolf: Bite D6, 6 HP
  Goblin or Highwayman: Axe D8, 8 HP
  AVERAGE
  Attack with D8, Adventurers need a 4 or better to hit.
  Orc or Soldier: Sword D6, Shield D6, 10 HP
  Skeleton Warrior: Axe D8, 4 HP
  Giant Spider: Bite D4, poison D4 per turn for 4 turns, 12 HP
  TOUGH
  Attack with D10, Adventurers need a 6 or better to hit.
  Giant: Club D10, 20 HP
  Troll: Hands D10, natural armor D10, 12 HP
  Small Dragon: Claws D6, Bite D8, Fire breath D12, natural armor D6, 40 HP
  RUN AWAY!
  Attack with D12, Adventurers need an 8 or better to hit.
  Huge Dragon: Claws D10, Fire breath D12, natural 
  armor D10, 60 HP
  
  Dungeon Squad!
  5
  1 Gold Piece:
  • Candle
  • Bedroll
  • Waterskin
  • Whistle
  • Torch
  • Loot sack
  5 Gold Pieces:
  • Food for a week
  • Waterproof case
  • Ten foot pole
  • Firestarter
  • Backpack
  • Shovel for digging (+1 die size)
  • Bandage (Heals D4 one time)
  10 Gold Pieces:
  • Adventurer's Kit (Backpack, fire-starter, 
  bedroll, waterskin, loot sack)
  • Lantern
  • Local map
  • Rope
  • Grappling hook for climbing (+1 die size with 
  rope)
  • Hammer and spikes
  • Parchment, ink and quill
  • Musical instrument
  • Healing salve (Heals D6 one time)
  20 Gold Pieces:
  • Increase hit point total by one!
  • Four-person tent
  • Fancy clothes
  • Pet cat, weasel, owl, or hawk
  • Cloak for hiding (+1 die size)
  • Gloves for climbing (+1 die size)
  • Elven boots for sneaking (+1 die size)
  • Healing potion (Heals D12 one time)
  50 Gold Pieces:
  • Riding horse
  • Bear trap
  • Spyglass
  • Mirror
  • Lock-pick (+1 die size)
  • Spell scroll (containing a spell with a one-time 
  use)
  100 Gold Pieces:
  • Increase Warrior, Wizard, or Explorer by one die 
  size!
  • Guard Dog (D8 attack, Bite D6, 6 Hit points, 
  loyal)
  • Magic sword (+1 die size)
  • Magic wand (+1 die size for wizards casting 
  spells)
  • Warrior's steed (D6 trample attack, 12 Hit 
  Points, ferocious)
  • Wizard's portable laboratory (for inventing new 
  spells!)
  EQUIPMENT LIST
  Dungeon Squad was written and created 
  by Jason Morningstar and released under 
  creative commons licence.
  This version was laid out (just for fun) by 
  Joshua LH Burnett* with old illustrations 
  he had lying around. These illustrations 
  are used under a Creative Commons, 
  Attribution, Non-Commercial, Non-
  Derivative licence.
  *stegosaurusstudios.blogspot.com
  
  Dungeon Squad!
  Character Sheet
  Name:  
   
   
   
   
   
   
   
  Non-Diced Equipment
  Character Portrait
  Hit Points
  D    
  Warrior
  D    
  Wizard
  D    
  Explorer
  D    
  D    
  D    
  D    
  Stuff
  
  Dungeon Squad!
  Character Sheet
  Name:  
   
   
   
   
   
   
   
  Non-Diced Equipment
  Character Portrait
  Hit Points
  D    
  Warrior
  D    
  Wizard
  D    
  Explorer
  D    
  D    
  D    
  D    
  Stuff
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 10-13 (Reads chapter books with complex sentences, May write or journal, speech patterns of an adult, Can do all basic math)/Dungeon Squad/Dungeon Squad.pdf