.Dungeon Forum Rules & Game Guide
.Dungeon Forum Rules & Game Guide
/REMASTERED 1
//REMASTERED
...
WRITING: Snow
EDITING: Vi Huntsman
LAYOUT: Micah Anderson
ART: Charlotte Laskowski, Micah Anderson,
Chase Harlan, Public Domain
Introduction
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OZARK’S
FORUM RULES
1. No bigots. No tolerance for the intolerant.
2. Racism is an auto-ban. No one cares if
THESE RULES WERE
you’re “just joking.”
ORIGINALLY
3. Trans rights are human rights. WRITTEN BY
CLARENCE OZARK
4. We are strictly anti-facist.
FOR THE .DUNGEON
5. No bootlickers. DISCUSSION
BOARDS, AND HAVE
6. Auto-ban for anyone who willingly invades BEEN EDITED
the safe spaces we have set up for a variety SLIGHTLY OVER
of marginalized identities. THE YEARS.
7. If you’re questioning whether or not to spoiler- �
warning something, just do it. This includes
images and possibly triggering material.
8. Forum moderators are not special or given
unique privileges. They are the garbage
collectors of the site. They clean up messes
and help enforce bans. We cycle through
moderators every few months.
9. Similarly, devs are not given special
privileges within the community. This is
your space. We have our own spaces just A
for us elsewhere.
10. We are liberal with the ban button. No one’s
got time for that.
Originally published in GameLords, August 1998
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Random Number Generator. A short hand for RNG
“random chance” or luck.
Traditionally called a “Class” in RPGs. Grants ROLE
your avatar bonuses while playing.
RPG
GLOSSARY
Roleplaying Game. What you’re reading now
An ability that references the real world. The
fictional VR headset used to play the game
scans you and your environment to allow
ASPECT
ANNWN The world of .dungeon. Also the name of the The currency of .dungeon. BYTES
“sad god” in the game’s lore.
An expendable resource for travel and upkeep. SUPPLIES
MMO Massively Multiplayer Online game. World of
An expendable crafting resource. MATERIALS
Warcraft is probably still the cultural touchstone.
The cost to use and maintain certain entities UPKEEP
VIRTUAL WORLD Everything inside the game of .dungeon. The
like pets, vehicles, and structures.
world of the game itself.
An entity being attacked by a weapon or spell is TARGET
IRL “In Real Life.” Everything outside the game. The
that ability’s “target.”
world we live in right now. The world where
we sit to play the game. Everything targetable by melee, spell, or FIELD OF BATTLE
ranged attacks.
SET OF DICE The standard set of dice includes a d20, a d12,
two d10’s, a d8, a d6, and a d4. All entities and spaces that are within melee AREA
range of the target.
DICE CHAIN “The Chain.” The set of dice in ascending order,
from d4 to d20. Going up the chain means
using the next largest dice (you can’t go past a
d20). Going down the chain means using the
next smallest dice (below a d4 is 0, meaning
instant failure).
PLAYER The people you are playing the game with,
CHARACTERS either at the table, over voice chat, or through
text. Often called “Players,” or “PCs.”
AVATAR The virtual character you create to explore the
virtual world. Exists only in the virtual world.
PUGS “Players Unknown.” GM-controlled players. Dream jellies can learn spells!
Fictional people who exist IRL and create
Avatars to explore the virtual world.
ENTITY Every object, NPC, and mob in the game. If it’s
inside the game, it’s an entity.
NPC Non-Player Characters. Pieces of code within
the game with predetermined dialog and
interactions. Not real people.
MOB Hostile entities. Monsters. Creatures.
6 .DUNGEON/ /REMASTERED 7
HELP MENU.EXE
Special thanks to Monte Cook Games and their
"Consent-In-Gaming" checklist.
DIFFICULTY
Select the one that matches your intended experience:
● EASY: Decrease all dice once down the chain.
● MEDIUM: The typical play experience as described in
this book.
● HARD: Increase all dice once up the chain.
HELP MENU
? At any time, you can pause your game to take a
step back and collect yourself. When the game
is paused, nothing can harm your character
and your avatar is temporarily removed from
the situation until you unpause.
DEFINITIONS
What does all this mean?
ON:
OFF:
ONLY
SOME-
Enthusiastic consent. You want and enjoy
having these things shown/discussed in your
games.
A strong no. A hard line. Do not include
these in your game.
It's okay if these things are mentioned,
veiled, or offstage. And may even be okay
TIMES: onstage but requires discussion ahead of
BLOOD:
BUGS:
HARM TO
time. Uncertain.
? original soundtrack.
You can also save your game state and return
at a different time, or just exit the game and
return to your last checkpoint. This is helpful if
the situation you find yourself in is too
RATS:
SPIDERS:
NUDITY:
SEX:
AUDIO
●
●
●
●
descriptions.
OFF ONLY SOMETIMES
overwhelming. Remember! If you do not have a
previous checkpoint, you can always return to
Tutorial Town through the main menu.
ROMANCE BETWEEN
PCS AND/OR NPCS: ●
SEX BETWEEN PCS
AND/OR NPCS:
HOMOPHOBIA:
●
●
●
●
●
●
●
●
!
RACISM: ● ● ●
REAL-WORLD
RELIGION: ● ● ●
SEXISM: ● ● ●
SELF-HARM: ● ● ●
SUICIDE: ● ● ● A
TOOLS
Keep these tools in mind while you play. You can
always use them.
LOADING
SCREEN: The current scene fades to black like in a
film, letting it all happen off-screen.
SAVES: You can revert back to a previous point in
the game if everyone at the table agrees it's
for the best.
TAB OUT:Step away from the game and take a break.
Return at your own leisure.
LOG OUT:Leave the game and decide if you'd like to
return at another time.
8 .DUNGEON/ /REMASTERED
9 .DUNGEON/9
THE SERVER HOST
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Tutorial Town
WELCOME TO THE
START OF YOUR
The following pages will walk you through not
only character creation, but all the basic rules
JOURNEY INTO of the game. This adventure is newb-friendly The tutorial dungeon exists in the ruins beneath
.DUNGEON! and will instill you with the confidence to carry the church at the center of the island. The sad
TUTORIAL TOWN IS on any campaign you wish within Annwn. As voice of Annwn herself guides and watches over
THE SAFEST, MOST with many great stories, yours starts when… new players who have fallen into this world.
BEAUTIFUL ISLAND
IN ANNWN, WHERE
NEW PLAYERS
CREATE THEIR
YOU AWAKEN IN A DUNGEON.
CHARACTERS,
LEARN THE ROPES, AVATAR (22.)
AND TAKE THE STATS (15.)
FERRY TO BEGIN
THEIR ADVENTURE
8. 7.
(KEEP AN EYE OUT ADV. COMBAT (21.)
FOR NIX, THE
CUDDLY
2. ROLES (20.)
6.
FERRYMAN).
EXPLORE THE 1.
SHOPS AND PARTY
UP WITH FELLOW 3. 5.
NEWBIES TO TAKE GIFTS (14.) 9. BUILD (23.)
12 .DUNGEON/ /REMASTERED 13
ROOM ONE
You awake in an open cage. A broken key in the
ROOM TWO
Painted statues of .dungeon’s polyhedral
lock. Annwn’s voice echoes from above, pantheon: The d20, d12, d10, d8, d6, and d4. These
“Welcome to our world. Take your time. Don’t are the organs of Annwn, left behind as she tore
be afraid.” herself apart. Assign them to your stats.
The cage sits in a cupped palm beneath an
You bring four stats with you into the virtual STATS
orrery of 12 hand signs, all rotating around a
world. These are your real-world traits. Assign
giant, glowing eye.
four of your dice to them.
THE HAND After being severed, the left hand of Annwn BUILD: System mastery, character
joined the Sun in the sky as a celestial body. The optimization, the crunch of the game.
largest of .dungeon’s natural satellites, it rotates META: Knowledge of the game, its setting, and
on a constantly shifting axis which puts it in its development.
varying degrees of eclipse with the Sun. PRESENCE: Your senses, charisma, and
immersion in the virtual world.
STARTING GIFTS At your feet is your gift, determined by your HANDS: Your reaction time, hand-eye
birth month and its corresponding hand sign. coordination, and precision.
This is all you were left with.
Assign one of the two remaining dice to Tilt. How TILT
JANUARY HORSE. Emerald Pendant. Restore 1 Sync every
you keep your cool when the virtual world is
time you log in.
unfair. Other RPGs call this a “save” or a “saving
FEBRUARY BULL. Healing Foil (3). Each card heals d6 Sync,
throw.” Whenever your character would take on
but tears after use.
a status effect, roll your Tilt dice. Getting a 4 or
MARCH CROW. Skeleton Foil. Unlocks any one lock.
over is a success, avoiding the status.
Tears after use.
APRIL HOUND. Death Foil. Stops your first respawn.
Place your remaining dice in RNG. Also known as RNG
Tears after use.
“luck” in other RPGs, RNG rolls are done for
MAY FROG. Fire Foil. Insert into a weapon to deal +3
random events, loot drops, and other acts of
fire damage for the encounter.
chance the Server needs to account for. You can
JUNE ELEPHANT. Light Foil. Gain a guiding light to
also roll RNG against an NPC to see if they are
safety. Tears after use.
nearby, or to determine who gets targeted by the
JULY WOLF. Dungeon Foil. Removes you and one ally
Dragon’s fire attack.
from a dungeon or encounter. Tears after use.
AUGUST CUB. Hafgan’s Foil. Heals all statuses for you and
all allies. Tears after use.
SEPTEMBER BUTTERFLY. Lon. A floating orb creature that
can hold one item for you. LAY THE POLYHEDRAL SET OF DICE OUT
OCTOBER GOOSE. Firebombs (3). Each bomb destroys 3 IN FRONT OF THE PLAYERS AND HAVE
d4’s from an encounter when used. THEM PHYSICALLY ASSIGN THEM TO THE A
NOVEMBER FOX. Lucky Foil. Reroll one RNG roll. Tears after use. STATS ON THEIR CHARACTER SHEETS.�
DECEMBER SNAKE. Bag of Wealth. Start with 3 extra Bytes.
14 .DUNGEON/ /REMASTERED 15
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GORO
The Tetrahedron (d4). The heart
of the sad god. Her four sides
are pained, angry, violent,
and hungry.
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ROOM FOUR
A Goblin fumbles with spears on the
Ranged weapons are crossbows, longbows,
blow darts, throwing stars, and other such
ranged weaponry. You cannot use a ranged
weapon while in melee with another
RANGED WEAPONS
barracks wall. They clang and clash onto the combatant. All ranged weapons need quivers.
floor. A garden grows from the walls. When Quivers are depleted by the end of each session
the door opens from Room 3, the Goblin is and must be replaced/replenished with Bytes.
|--------------| startled and attacks!
To attack with ranged, roll HANDS + Accuracy
| GOBLIN | against the Goblin’s d4. Win and the Goblin is
|--------------| DICE. Monsters are dice! In a contest, roll its
destroyed. If you lose, subtract the difference
|DICE |D4 | dice. If it loses, the dice is removed. When a
from your Sync.
|-------|------| monster has no dice, it’s dead.
|BONUS |-- | BONUS. If a monster has bonuses to contests,
they’re listed here. Your damage type is determined by the DAMAGE TYPE
|-------|------|
INIT. Initiative. PCs have to roll over this to go aesthetic of your weapon. (See 54. for details.)
|INIT |4 |
|-------|------| before the monster in combat!
MORALE. PCs have to roll over this to Everyone shares one pool of Sync that starts at SYNC
|MORALE |6 |
communicate with the mob(s). Mobs have to 100. It’s reduced every time a player takes
|-------|------|
roll over it when making a morale check. damage. See (49.) for the Sync Chart.
|DROPS |-- |
|--------------| DROPS. Unique drops are listed here!
Mobs are made out of dice. When it's their turn DAMAGE
TURN-BASED When the Goblin attacks, determine turn order in initiative, roll a mob’s dice to deal that
COMBAT BASICS by rolling initiative. Each player rolls their damage directly to the party’s Sync.
HANDS dice and compares their number to the
Goblin’s Initiative: Rolling over means you go When you defeat a mob, roll RNG to see what LOOT
first, tying or going under means you go after loot it drops!
the Goblin. 1-4. 1 Byte
5-6. D4 Bytes
CHOOSE YOUR Most weapon differences are purely cosmetic. 7-8. 1 Resource
WEAPON! Each PC can find any weapon they can imagine 9-10. 1 Material
here (and one quiver), but all the weapons from 11-12. D6 Bytes
this room are made of wood. (See 54. for more 13-15. D4 Resources
info on weapons.) 16-19. D4 Materials
20+. A Foils pack
MELEE WEAPONS Simple weapons are one-handed swords,
folding knives, gauntlets, brass knuckles, REACTIONS
walking sticks and other such weapons. AFTER YOU LEAVE THIS DUNGEON, WHEN 1-2. ANGRY
Greater weapons are buster swords, katanas, THE PCS ENCOUNTER MOBS AND NPCS, 3-8. AVOIDANT
scythes, big pairs of scissors, double sided ROLL ON THE REACTION TABLE TO SEE 9-14. ALOOF
blades, and other such weapons. HOW THEY RESPOND TO THE PLAYERS.� 15-19. ATTENTIVE
To attack with melee, roll BUILD + Melee against 20+. AMIABLE
the Goblin’s d4 (this is called a Contest). Win
and the Goblin is destroyed. If you lose,
subtract the difference from your Sync (this is
called taking damage).
18 .DUNGEON/ /REMASTERED 19
ROOM FIVE
A cylindrical room carved with glorious
ROOM SIX
A circular dining room, dominated by a large
champions sporting various y2k aesthetics. table carved from a mighty stone. Foods and
Three pillars sit in the center of the room, drinks mold into beautiful arrangements. 8
illuminated by light cutting in from the Goblins pick their teeth with the bones of
ruined roof. The pillars hold a shield, a previous adventurers, lit by a wax-crusted
sword, and a staff respectively. chandelier hanging from a rusted chain.
Roll initiative!
The beautiful voice floats down once again.
[GOBLIN;D:D4,B:-,I:4,M:6,DR:-]
“Power sleeps within you. If you give it form,
it will give you strength.”
Contests are what dice rolls are called in CONTESTS
When a pillar is approached, the voice .dungeon. You might see or hear “roll a Melee
speaks about its Role. Contest” or “Contest the Goblin’s initiative.” That
just means to roll your Stat dice + a relevant
SWORD: “The power of the fighter. Brute
skill against either an opponent's dice or a static
strength. Is this the power you seek?”
number decided by the Server.
SHIELD: “The protection of the companion.
Calming presence. Is this the power you seek?”
Two or more players can work together on a TEAMWORK
STAFF: “The majesty of the spirit. Blessed healer.
contest, rolling their dice and choosing the
Is this the power you seek?”
higher one to compare against the Server.
Remember! Mobs can do the same to you.
ROLES Roles grant you in-game abilities or bonuses.
SWORD DPS. When you succeed in a contest against a hostile STUNTS
All combat rolls count as +1. mob, you can choose to do a stunt to it instead of
destroying one of their dice. Stunts allow you to
SHIELD Tank.
disarm, trip, or grapple your opponent.
Once per encounter you can reduce incoming
Remember! They can do the same to you.
Sync damage to you or a party member by d6.
STAFF Support. Monsters deal damage directly to the party’s HOW DO MONSTERS
All healing you do or take counts as +2. This Sync. When initiative reaches the monster, roll ATTACK?
counts for items, magical effects, and Rest Dice. one die per type of monster (so even if there are
10 Goblins, just roll one die to represent them all)
When a role is selected, the voice says “Your
and deal that much Sync damage. This damage
path is set,” and opens the door to the next room.
can be mitigated by Defense and shields.
20 .DUNGEON/ /REMASTERED 21
ROOM SEVEN A regal bedroom filled with wilting, wooden
ROOM NINE
A domed planetarium. Stars carved and
furniture. Across from the king bed is a floor-to- painted into the ceiling twinkle in and out with
ceiling mirror. Standing in front of the mirror holographic light. The beautiful voice chimes in,
allows you to customize your avatar and select “Stand amid the stars and select the ones that
one of the starting origins if you so desire. grant you their skill.”
There’s an illusory wall here hiding a door to
Room 8.
SELECT TWO SKILLS YOUR CHARACTER IS
TRAINED IN. REMEMBER, SKILLS ARE
AVATAR Use the variety of sliders to adjust aspects of FLEXIBLE! THEY CAN ALL SERVE YOUR A
your avatar’s appearance, including color, hair, PURPOSE IF YOU’RE CREATIVE AND
eyes, limbs, and body type. Since .dungeon was CURIOUS. PLUS, SKILLS DON’T KEEP
created in the late 90’s, its aesthetics have YOU FROM INTERACTING WITH THE GAME
stayed there and in the early-2000’s. HOW YOU WANT. THEY ONLY GRANT SMALL
BONUSES TO CONTESTS. THESE
ROOM EIGHT
SHORTENED DESCRIPTIONS ARE ONLY FOR
USE DURING CHARACTER CREATION. SEE
126. FOR FULL SKILL INFO.�
An altar for the Three Fingers. A spit of sunlight
falls in through a crack in the roof, falling across
the polygonal flower textures that cover the
DEFENSE. A character’s base damage reduction BUILD
floor around the altar. Between the three fingers
(DR). Choosing this constellation grants 1dr (-1
is a tome holding the spell “Heal.” Only one
damage from each attack).
person can take and hold the spell.
MAGIC. This constellation grants the ability to
read magic and cast spells.
THE THREE Annwn bit off and spat out three, rebellious MELEE. Characters trained in this skill can use
FINGERS fingers that refused to listen. Each is named for Greater melee weapons, and add +2 to attack
an original Alpha Playtester who found and and damage with melee weapons.
defeated Hafgan. PLATFORMING. Training in this skill gives
HAWTHORNE. The Skeleton Queen, ruler of the tighter control over your Avatar’s movements.
icy wasteland. The Skeletons and Werewolves STRENGTH. Lowers the weight of objects so you
are hers and hers alone. can smash and throw things easily.
ALYX. Holder of the Horn of Dragoons, one of
the Ideas. Without her, Dragons would have ALCHEMY. This constellation grants the ability META
stayed in their slumber. to create lesser foils out of Materials.
MEGALONIA. The mother of all gLiches. ARCANUM. Training in this skill allows
Considered by the lore to be the most characters to use neon weapons and adds +2
powerful magic user in .dungeon, holding the damage to attacks with them.
record for Most Spells Known by a single user. DREAMS. Considered a hidden skill because of
its inconsistent effect on gameplay. Choose if
you’re curious and can’t stop yourself.
LORE. Training in lore expands the game's
descriptive text.
NAVIGATION. Training in navigation improves
your HUD radar and quest markers.
22 .DUNGEON/ /REMASTERED 23
PRESENCE ANIMAL HANDLING. This constellation allows you
to take on animals as pets.
PERCEPTION. Training in perception improves
colors, sounds, and smells.
ROOM TEN
A long hallway of black brick and tattered
SNEAK. Training in sneak reduces the ambient banners depicting a mighty Dragon with an
and active sounds caused by your Avatar. exposed heart, cracked and bleeding. A large ax
SPEECH. Training in speech improves NPC swings at regular intervals, slashing through
reactions to you. the air. To bypass it, make a skill check against
VIBES. Training in vibes improves the haptic the trap’s d12. NOTE: Roll the d12 against each
feedback of your VR rig, giving you subtle player separately.
signals when things are off.
ROOM ELEVEN
disarm explosives.
PILOTING. Training in piloting improves vehicle
responsiveness and gives you +2 when driving.
A square room of gray and red bricks,
overgrown with kudzu and splayed hands of
moss that wriggle at the sound of each footstep
scoffing the stone floor. The door on the other
side is reinforced with steel and has a large,
steel lock. The UI prompts the players to use a
lockpick or a key to open it and exit the dungeon.
ENVIRONMENTS CAN
The left wall has a large crack in it. It can be BE INTERACTED
broken with a successful skill check or the use WITH AND
of a piece of gear. Beyond it is Room 12. DESTROYED. GET
CREATIVE TO
UNCOVER THE
SECRETS OF AN
AREA!
�
24 .DUNGEON/ /REMASTERED 25
ROOM TWELVE An identical square room of gray and red bricks,
ALCHEMIST. Turn this card upright at the
beginning of each day. While this card is
upright, you can change a single word of a held
item, warping its entire construction. Sword
overgrown with kudzu and splayed hands of can become shield, for instance. Staff of
moss that wriggle at the sound of each footstep Lightning can become Staff of Flying. After ten
scoffing the stone floor. The wall which held the minutes, reverse this card. While reversed, the
reinforced door in Room 11 is instead filled with held item reverts to its original form.
the room’s normal brick texture. It’s an illusory
wall that is dispelled when passed through. BEAST. Turn this card upright at the beginning
of each day. While this card is upright you can
The beautiful voice echoes from beyond the take the shape of your pet, giving you an animal
wall, “There may yet be secrets hidden in these form. After ten minutes, reverse this card. While
ruins. Search carefully.” reversed, you cannot take animal form.
BERSERKER. Turn this card upright at the
beginning of each day. While this card is
The beautiful voice chimes in, “Approach me, MAGUS. Turn this card upright at the beginning
heroes from another world. Choose the aspect of each day. While this card is upright, you can
of your world you wish to bring with you into take on a physical trait from any tattoo on your
this one. It is your advantage against the dangers body. After ten minutes, reverse this card. While
of this place.” reversed you cannot use this ability.
MERCHANT. Turn this card upright at the
ASPECTS The Blink Entertainment system reads you and beginning of each day. While this card is upright,
your IRL surroundings while playing the game, you can take a single item within reach into the
allowing interactions between them. Choose virtual world. After doing so, reverse this card.
the Aspect tarot card that matches you for a While reversed, the item disappears after a
unique interaction between you and the game. single use or at the end of the session.
Each card has an upright and reversed side.
The effects relate to you, the person playing
the game.
26 .DUNGEON/ /REMASTERED 27
ROOM FOURTEEN Definitely a boss room, cylindrical and fitted
with magnificent curtains torn by countless
battles. Piles of half-formed avatars adorn the
outer edges, many blades and arrows sticking
out in decorative patterns. A chandelier swings
unsteadily on a rusted chain up above,
constantly dripping wax into misshapen lumps
on the carpet. The boss is a plump Goblin with
the key to the door in Room 11. He commands his
four Goblin lackeys with barks and roars.
|--------------| |---------------------------------|
| GOBLIN (4) | | COMMANDER |
|--------------| |---------------------------------|
|DICE |D4 | |DICE |D8, D6, D6 |
|-------|------| |----------------|----------------|
|BONUS |-- | |BONUS |-- |
|-------|------| |----------------|----------------|
|INIT |4 | |INITIATIVE |10 |
|-------|------| |----------------|----------------|
|MORALE |6 | |MORALE |2 |
|-------|------| |----------------|----------------|
|DROPS |-- | |DROPS |KEY TO 11. |
|--------------| |---------------------------------|
28 .DUNGEON/ /REMASTERED 29
HEXES
Annwn is broken up into hexes. To
travel through a hex, a player must
expend a resource or lose a Sync as
their avatar becomes exhausted.
TUTORIAL ISLAND
The first thing you see is the glow of the sun
Traveling through a hex forces a
random encounter check and may
grant 1 Byte (see below).
through the ruined church roof. Roll 2d6 to see
what the sun looks like today. RESOURCES
2. FURIOUS CRIMSON. Open wide, pupil Traveling into another hex costs 1
miosis, harsh and sharp shadows. Resource per player. Characters who
3-5. CONFUSED ORANGE. Open wide, pupil travel with no Resources lose 1 Sync.
dilated, long and blotchy shadows.
6-8. TIRED PURPLE. Three-quarters shut,
wavering pupil, foggy and blurry shadows. BYTES
9-11. MELANCHOLIC BLUE. Half shut, watery Entering a hex for the first time that
pupil, no shadows. session gives each player 1 Byte. Bytes are
12. ASLEEP NAVY. Fully shut, humming the currency .dungeon is built around,
pupil, faint and dying shadows. allowing players to buy cool stuff.
30 .DUNGEON/ /REMASTERED 31
ASSIGNING DIFFICULTY RESEARCHING
At times the Server may need to What information are you
assign a difficulty to something. searching for, and where are you
D4: Simple. searching for it? Roll META + Lore
D6: Easy. against a difficulty selected by the
D8:
D10:
D12:
Normal.
Hard.
Difficult.
EXPLORATION RULES Server. The wiki is filled with fan-
sourced articles about locations
and entities in .dungeon. Some
D20: Impossible. information can only be learned by
saying the right thing to NPCs or
talking with PUGS. If you succeed in
CLIMBING your Research contest, gain a d4 to
add to your next roll dealing the
Characters can only climb surfaces
researched subject.
which are climbable. If the surface is
deemed climbable by the Server, roll
BUILD + Platforming against a difficulty
they set.
STEALTH
To be sneaky, roll PRESENCE + Sneak.
The Server will either assign a
CRAFTING difficulty, use a PUG’s stats or skills, or
If you have the Materials and skill roll a monster’s dice as opposition.
training necessary to craft an item,
roll HANDS + Crafting against a
difficulty set by the Server. Lesser
items are normal difficulty and
greater items are hard difficulty. SWIMMING & DROWNING
Failure means you waste the time Swimming is difficult in Annwn. Roll
and Materials and end up with a BUILD + Strength against the Server’s
“mysterious item,” which takes up d12. Failure means you are drowning.
an inventory slot. Mark a respawn each turn.
32 .DUNGEON/ /REMASTERED 33
If there is some form of cover, you can use your COVER
INITIATIVE
COMBAT
Roll HANDS against the mob’s Initiative. You
contest, they roll again to break the tie. If the
player wins, it’s a critical hit and they can take a
second action. If the player loses, it’s a fumble
can always choose to delay your turn till the and they lose twice as much Sync.
end of initiative.
If you are knocked prone or are lying prone, PRONE
ROUNDS Combat in .dungeon is turn-based. Each round monsters in melee with you deal +2 Sync damage
lasts as long as it takes each player and mob to and monsters at range do -2 Sync damage.
take their turn. A turn allows them to take an
action and move. You can retrieve items from your bag on USING ITEMS
your turn and use them on that same turn.
MOVEMENT If you’re not in melee with a mob, you’re a Retrieving and using the item is counted as
Movement away from them. Ranged weapons an action.
can only be used a Movement away. Moving
further means you’re fleeing. Monsters have to check their morale after half MORALE
of their numbers are defeated. To do this, the
FLEEING After moving, roll PRESENCE against the mob. Server rolls the Monster’s dice and adds them
Fleeing from a PUG means evading them and together. If it’s higher than the monsters’
hiding, but they might be persistent. morale stat, they stay and fight. Lower and they
scatter or retreat. Retreating foes will return
MELEE Roll BUILD + Melee against the mob’s dice. with a +1 Bonus next time they are encountered.
34 .DUNGEON/ /REMASTERED 35
The stone walls no longer support the THE CHURCH OF
1 |---------------------------------|
| DRAGON (1) |
|---------------------------------|
|DICE |3D6X4, 2D6X2, D20|
7 8 |---------------|-----------------|
|BONUS |6 |
|---------------|-----------------|
|IMMUNE |PIERCING |
9 |---------------|-----------------|
|WEAK
|INITIATIVE
|GUN, NEON
|20
|
|---------------|-----------------|
|
11 10 |---------------|-----------------|
|MORALE
|DROPS
|2 |
|---------------|-----------------|
|DRAGON MATERIALS |
AFTER EXITING
THE DUNGEON, ALL
NEW PLAYERS ARE
|---------------------------------| GIVEN THEIR
12 STARTING GEAR: 3
BYTES, 3
RESOURCES, AND
BASIC TRAVELER’S
CLOTHES.�
36 .DUNGEON/ /REMASTERED 37
READING STAT NUMBER APPEARING. The number next to a A blinking neon sign hangs catawampus GELATINOUS 6
BLOCKS, EXPANDED monster’s name is how many appear during
each encounter. 4 from weathered chains on the side of a
narrow townhouse. The sign reads “The
Gelatinous 6, a place for new beginnings.”
DICE NOTATION. Bigger mobs are made up of
multiple dice. 3d6 means rolling 3d6 and adding Inside: the second floor has fallen into the first.
THE SERVER GETS
them together for a single contest. 3d6x4 means Entities clip into each other and the
TO DECIDE ON A
it rolls 3d6 until defeated in four contests before environment. 2d6 glitchy Goblins with makeshift
CASE-BY-CASE
moving on to the other dice. weapons are prepared for an ambush.
BASIS IF
[GOBLINS (2D6); D:D4, B:-, IM:
CONTESTS ARE IMMUNE. Mobs that are immune to a certain
SLASHING, W: NEON, I:4, M:6, DR:
ROLLED ONCE FOR damage type roll an extra d10 when contesting
NOCLIP]
EACH PLAYER, OR that damage type.
ONLY ONCE FOR If the Goblins are defeated, the last one drops
WEAK. If attacking a mob with something it's
THE ENTIRE a new role. Roles can only be picked up by
weak to, add d10 to your contest.
PARTY.� one player.
DROPS. Some Materials are unique and are used
NOCLIP. Once per session, you can no-clip through
to create unique gear or trade with rare NPCs.
an entity, like a wall, a door, or some rubble. If the
Hold onto them until you find a use.
entity is significantly large, like a piece of the
environment, the no-clip is unsuccessful.
Inside: CrustWarrior cowers, waiting for a
chance to escape the Dragon. She started
playing today and has been stuck here for
A fifteen minutes. The Happy Guild in Hex 6 sent
her here as a prank. She’s embarrassed and
doesn’t want you to know that she was duped
so easily. There is nothing of value here.
38 .DUNGEON/ /REMASTERED 39
ROSE’S SIX A wild-west tavern topped with a busty • Secret room. Beyond an illusory door lies
SHOOTER
5 cutout of a goth avatar with eight
different guns strapped across their hips
and torso.
the hidden backroom of Rosie’s Six
Shooters. Inside are three random Foils.
Holographic cards found within .dungeon as FOILS
• Ground floor. 4 Solar Jellies playing catch part of its collectible card game. The holos have
with explosive barrels. They throw them to magical properties that are activated when
deal d6 extra damage. Hitting an explosive inserted into items, avatars, or another entity.
barrel chains your contest to all adjacent
1. Shadow Foil. Imbues a weapon with D6 RANDOM FOILS
targets.
shadow damage or protects an avatar from
[SOLAR JELLIES (D6); D:D6/, B:-,
a single source of shadow damage.
IM: SOLAR, W: SHADOW, I:8, M:-,
DR: SOLAR FOIL] 2. Solar Foil. Imbues a weapon with solar
damage or protects an avatar from a single
READING STAT DICE NOTATION. D6/ means that the dice splits source of solar damage.
BLOCK, EXPANDED into two, smaller dice when defeated, always
3. Healing Foil. Heals d6 Sync for an avatar or entity.
following the dice chain: D20›D12›D10›D8›D6›D4.
4. Lucky Foil. Lets an avatar reroll one RNG roll.
• Basement. 3 Shadow Jellies digest the
5. Arya’s Foil. Heals the statuses of an avatar
corpses of NPCs. When killed, the Jellies
or entity.
release the Skeletons inside, which allows
them to join the fight. 6. Tiger Foil. Gives an avatar or entity an extra
[SHADOW JELLIES (D6); D:D8/, d4 for their next contest.
B:-, IM: SHADOW, W: SOLAR, I:10,
M:-, DR: FASHION MATERIALS]
[SKELETONS (D6); D:D6, B:1, IM:
SLASHING, PIERCING, W: SMASHING,
SP: REASSEMBLE, I:4, M:2, DR:
STANDARD]
• Storage. A Dreamer sleeps amongst all the
whiskey kegs, spawning Jellies.
DREAMER A sleeping giant, curled or sprawled on the
battlefield. Its cracked and collapsed head leaks
Dream Jellies more and more each turn. First
one, then two, then three, and so on.
[DREAMER (1); D:D20X2, B:2, I:12,
M:4, DR:-]
[DREAM JELLY (D4); D:D6/, B:-, I:8,
M:-, DR: DREAM MATERIALS]
40 .DUNGEON/ /REMASTERED 41
THE FERRY TomisGotAGun and BigJohnX07 are having Falsify
TomisGotAGun
Tomi (they/she), 19, film major. She loves lying
about a powerful spell in Hafgan’s Hall (hex 2). PUGS ARE NOT MOBS. THEY ARE OTHER
She’s always high while logged on and likes to LIVING PEOPLE PLAYING .DUNGEON,
talk about obscure Korean horror films, to the JUST LIKE YOU. THIS MEANS THEY HAVE
dismay of her guildies. SYNC, RESPAWNS, AND LIVED
[D:3D6, B:3, I:8, M:4] EXPERIENCE. MOST OF THEM ARE KIND,
Fights with a greater gun (sniper) and a LIKE YOU ARE, BUT SOME OF THEM,
switchblade. Knows a buffing spell that LIKE THE HAPPY GUILD, ARE TROLLS
grants each of her party members a d8 to WHO LIKE TO MAKE EVERYONE ELSE’S
their next contest. EXPERIENCE A PAIN.� A
BigJohnX07
Elle (she/her), 23, gas station attendant (3rd shift).
She lives on zero-calorie energy drinks and
Newport cigarettes. Doesn’t sleep. Always
gaming. Simps after Falsify but is very
embarrassed by it.
[D:2D8, B:4, I:10, M:8]
Fights with a katana and a bow. Can summon a
large rat (d6) to aid her once per session.
42 .DUNGEON/ /REMASTERED 43
MAUSOLEUM OF A graveyard shaded by massive swords A garden overgrown with wildflowers. ANCIENT WELL
ABANDONED
ACCOUNTS 7 stabbing down into the ground. Moss
creeps on every surface and the
weathered tombstones no longer remember
10 They sing a different solemn tune
depending on the shade of the sun. The
ruins of gargoyle warriors lie scattered across
the names of those buried below. the topiary. At the center, a large overturned
stone slab reveals a rusted ladder down into a
In the center is a statue of Annwn as she tears
forgotten well.
fingers from her hand. An engraving lists the
number of abandoned accounts (12,340), active • The bottom of the well drips with old water
accounts (174), and total deaths on the server that etches small streams in the rocky
(876,456). floor. A discarded shield barricades the
door on the left.
GHOST WATCH A clocktower, partially collapsed. Bricks
reside here, though their numbers are thinner. Skeleton Prince crawls forth to answer a single
Some are glitched in the ruins of homes. Others question about the dungeon you’re in.
cower permanently in fear of the Dragon. Skill: Dream
44 .DUNGEON/ /REMASTERED 45
MAGS Includes every type of clip, magazine, and • A family of 6 Wolves protect their den,
firearm ammunition. They are depleted at the feasting on the newbs who have failed
end of every encounter and must be replaced. before you.
[WOLVES (6); D:D10, B:1*, I:12,
POCKET LOVEBOOK Annwn had many lovers, as she was a very
M:10, DR: FASHION MATERIAL]
loving (if sad) god. This little book is held right
*Wolves gain a bonus equal to the number
over one’s heart in a chest pocket. It can be
of Wolves present.
sacrificed to negate the Sync damage from one
Gun attack. • The sun shines in through a crack in the
roof, bathing a statue of Hafgan in light.
Kneeling at the statue or leaving an offering
grants your party a rest dice.
ADDITIONAL EQUIPMENT BOLSTERS YOUR
A • The mother Wolf sleeps upon a pile of
CHARACTER AND ALLOWS YOU TO
bones. She speaks to you in the human
CUSTOMIZE YOUR STYLE OF PLAY.
tongue. If you wish to kill her and take her
SHIELDS, FOR INSTANCE, CAN ONLY BE
legendary gun, she’ll oblige you in a fight.
WIELDED WITH SIMPLE WEAPONS AND
Otherwise, she will accept one party
INCREASE YOUR DEFENSE BY 1. FIND
member as her knight, granting them the
MORE INFORMATION ON (56.) �
role of Wolf Knight.
[WOLF MOTHER (1); D:2D6X5, B:1*,
I:12, M:2, DR: LUNACID]
THE WOLF CAVES Under a blue sun, the Wolves howl a *Wolf Mother summons a Wolf at the
and sour. WOLF KNIGHT. Once per session, howl up at the ROLES
sun to summon a d6 Wolf to aid you.
• Three dead NPCs. Left as a warning. A bow
with a quiver lays on one of their corpses.
Legendary Handgun. Doesn’t require clips if LUNACID
RANGED WEAPONS Firing a ranged weapon requires a quiver. You you’re playing at night (IRL). If used during an IRL
cannot use a ranged weapon while in melee full moon, insta-kills any undead d10 or lower.
combat with a mob or PUG.
QUIVER Includes anything that can carry ranged
ammunition. If used, they are depleted at the
end of the session and must be replenished.
• A small pond where 300 bats sleep, clinging
to the ceiling. A poisonous snake trap
swims in the pond. The first to enter the
pond rolls a skill contest against its d6 to
avoid the poison bite.
POISONED You make all rolls using your Tilt dice.
Respawning removes this status.
46 .DUNGEON/ /REMASTERED 47
THE CRYSTAL WODE Sapphires grow from the bark of the
48 .DUNGEON/ /REMASTERED 49
RNSZabcTEUVWXYPQIJNGNROJEFHIJEKLMOP
Gear
LZSNNXWVUETcOMLXXWVUEKIQPYEJbaZSEWVUJORORN
LZSNNXWVUETcOMLXXWVUIQPYEJbaZSEWVUJORNGORN
NROGNROJESZabJEYPQIKLMOcTVWXNNSZL
The NPCs who create rare items are coveted by RARE NPCS
.dungeon’s players. In particular, the Diamond
Dogs guild have made it their duty to protect
certain NPCs because if an NPC dies, whether by
troll or freak accident, them and their unique
items are gone forever.
LZSNNXWVUETcOMLKIQPYEaZSEJORNGORN
Originally published in GameInformer, December 2003
50 .DUNGEON/ /REMASTERED 51
RAM
Each character starts with a backpack that
BYTES
Bytes are the currency of .dungeon. They can only
has ten inventory slots. Anything more needs be gained by interacting with the game: traveling to
to be put into storage or it sits on the ground far away places, fighting mobs, exploring randomly
as a little rotating sprite of a bag. Anyone can generated structures, and taking on quests. They
pick up items that have dropped like this. are used for everything from buying gear, to
Each storage slot costs 1 Byte per week and casting spells, and uncovering secrets in the world.
can be accessed at any storage chest (found
within settlements). A character gains 1 Byte (1b) per day as long as they GAINING BYTES
log in and play. Traveling into a new hex for the
NAKED Speedrunners and PUGs know that stripping all first time also nets 1b. Defeating an encounter
armor and clothes off a character so they’re a without taking Sync damage will gain the party an
naked mass of polygons gives +2 to platforming additional 1b each.
and initiative rolls. But they also know all
incoming damage is increased by +2 as well. Last year, players discovered that an entire region THE HIDDEN WORLD
of the map was unlocked once they accumulated OF BYTES
STARTING GEAR Every new avatar starts with 3 Bytes, a knife, enough Bytes, leading to speculation that the
and basic traveler clothes. developers have hidden other things behind the
Bytes Currency. Secret doors have been found in
the tutorial dungeon. Some mobs are hidden until a
certain number of Bytes are acquired. There are
many secrets we’ve yet to uncover!
52 .DUNGEON/ /REMASTERED 53
Anything that can carry ranged ammunition. If QUIVER
used, they are depleted at the end of every
session and must be replenished.
WEAPONS
|----------------------------------------------------|
handed ranged weapon. Your gun can have any
aesthetic since damage is determined by your
skills. Uses mags.
|WEAPONS |COST |DAMAGE TYPE |
|--------------|----------|--------------------------| Assault weapons, long-barrel weapons, and GREATER GUNS
|SIMPLE |2 |SLASH/PIERCE/SMASH | other such guns. Your gun can have any
|--------------|----------|--------------------------| aesthetic since damage is determined by your
|GREATER |4 |SLASH/PIERCE/SMASH | skills. Uses mags.
|--------------|----------|--------------------------|
|RANGED |4 |PIERCE | Every type of clip, magazine, and firearm MAGS
|--------------|----------|--------------------------| ammunition. If used, they are depleted at the
|QUIVER |1 |-- | end of the encounter and must be replaced.
|--------------|----------|--------------------------|
|SIMPLE GUNS |5 |GUN | Laser swords, blaster rifles, and any other sci-fi NEON WEAPONS
|--------------|----------|--------------------------| weaponry. You can use any neon weapon
|GREATER GUNS |7 |GUN | aesthetically since damage is determined by
|--------------|----------|--------------------------| your skills. Uses cells. Requires Arcanum skill.
|MAGS |1 |-- |
|--------------|----------|--------------------------| All types of plasma, energy, and sci-fi CELLS
|NEON WEAPONS |10 |NEON | ammunition. If used, they are depleted at the
|--------------|----------|--------------------------| end of the round and must be replaced.
|CELL |1 (FOR 3) |-- |
|----------------------------------------------------| Can be affixed to any ranged weapon, allowing SCOPE
SIMPLE WEAPONS One-handed swords, folding knives, gauntlets, it to be fired from two movements away.
brass knuckles, walking sticks, and other such
weapons. You can use anything as your weapon Every weapon, spell, or magic item uses one of DAMAGE TYPES
since damage is determined by your skills. the following damage types. Certain mobs and
entities are weak or immune to different
GREATER WEAPONS Buster swords, katanas, scythes, big pairs of damage types.
scissors, double sided blades, and other
• Slashing
such weapons. You can use any large item as
your weapon since damage is determined by • Piercing
your skills.
• Smashing
RANGED WEAPONS Crossbows, longbows, blow darts, throwing • Gun
stars, and other such ranged weaponry. Uses • Neon
quivers. You can use anything shootable or
throwable as your ranged weapon since • Shadow
damage is determined by your skills. You • Solar
cannot use a ranged weapon while in melee
with another combatant.
54 .DUNGEON/ /REMASTERED 55
ARMOR
|----------------------------------------------------|
EQUIPMENT
|----------------------------------------------------|
|ARMOR |COST |DESCRIPTION | |GEAR |COST |DESCRIPTION |
|---------------|----------|-------------------------| |-------------|----------|---------------------------|
|HELMET/HAIRDO |1 F. MAT. |SACRIFICE TO NEGATE SYNC | |BINOCULARS |2 |SEE INTO NEXT HEX |
| | |DAMAGE | |-------------|----------|---------------------------|
|---------------|----------|-------------------------| |CHALK |1 F. MAT. |FOR DRAWING |
|POCKET LOVEBOOK|4 |ABSORBS 1 GUN ATTACK | |-------------|----------|---------------------------|
|---------------|----------|-------------------------| |CLIMBING GEAR|1 |BONUS TO PLATFORMING |
|SHIELD |3 |-1 TO SYNC DAMAGE | |-------------|----------|---------------------------|
|----------------------------------------------------| |CLOTHES |1 |ANY YOU'D LIKE |
|-------------|----------|---------------------------|
HELMET/HAIRDO A stylish hat, helmet, or hairdo is more than just |COMPASS |2 |POINTS NORTH OR TO NEXT |
an aesthetic—it might save your life. Sacrifice it | | |SETTLEMENT |
to negate the Sync damage of a single attack |-------------|----------|---------------------------|
against you. |CROWBAR |2 |BONUS TO STRENGTH |
|-------------|----------|---------------------------|
POCKET ANNWN Annwn had many lovers, as she was a very |DREAM JARS |10 |USED TO CATCH DREAM SLIMES |
LOVEBOOK loving (if sad) god. This little book is held right |-------------|----------|---------------------------|
over one’s heart in a chest pocket. It can be |FISHING ROD |4 |USED TO CATCH FOOD |
sacrificed to negate the Sync damage from one |-------------|----------|---------------------------|
Gun attack. |INSTRUMENT |2 F. MAT. |PLAY HIDDEN OST |
|-------------|----------|---------------------------|
SHIELD Shields can only be wielded alongside simple |LADDER |2 |FOR CLIMBING/CROSSING |
weapons and increase your Defense by 1. |-------------|----------|---------------------------|
|LIGHTSOURCE |2 |LASTS 1 HOUR |
|-------------|----------|---------------------------|
|LOCKPICKS |1 |ROLL RNG TO OPEN A LOCK |
|-------------|----------|---------------------------|
|MATERIALS |5 |-- |
|-------------|----------|---------------------------|
|MOMENTO |1 |TAKES A PHOTO OF YOUR LAST |
| | |ADVENTURE |
|-------------|----------|---------------------------|
|NOISEMAKER |2 |CALLS A RANDOM ENCOUNTER |
|-------------|----------|---------------------------|
|SATCHEL |5 |3 EXTRA STORAGE SLOTS |
|-------------|----------|---------------------------|
|SPRAY CAN |1 F. MAT. |USED TO LEAVE YOUR TAG |
|-------------|----------|---------------------------|
|SUPPLIES |1(FOR 3) |-- |
|----------------------------------------------------|
56 .DUNGEON/ /REMASTERED 57
BINOCULARS Three-level zoom in to scout the surrounding A 20’ ladder that can be used to climb, bridge LADDER
area. +2 to navigation. gaps, or platform without a dice roll.
CHALK Stick of white chalk for drawing. Dye is Flashlights, lanterns, floating orbs. Each lasts LIGHTSOURCE
required for other colors. for one hour of in-game time after being lit.
Sheds bright light, allowing you to see in the
CLIMBING GEAR Can be used for stunts (includes rope & pitons) dark. If used in dungeons, random encounter
and allows you to climb all climbable surfaces ranges are increased by 1.
without a roll.
Allows you to unlock doors, chests, or other LOCKPICKS
CLOTHES Any clothes you’d like to buy can be bought locks without a roll.
after character creation.
A resource used to craft items, vehicles, and MATERIALS
COMPASS Small, silver compass. Points due north or to buildings. Materials are dropped from mobs,
the nearest settlement, depending on how you collected from the world (by destroying trees,
set it. rocks, etc.), and found in chests. To build an item
from scratch requires the same number of
CROWBAR A simple weapon that allows you to open chests Materials as it costs to buy.
or jammed doors without a roll.
Creates a photograph of you and your party MOMENTO
DREAM JAR A black and purple orb used to capture Dream members on the last adventure you went on.
Jellies. Use your action to throw it during an The game’s scrapbook does not take up an
encounter. Roll RNG + Dreams over the Jelly’s inventory slot.
Morale to capture. Once captured they can be
named, played with, and cared for. The process A strange crank horn that makes the most NOISEMAKER
of raising a Dream Jelly into a unique pet will be annoying sound imaginable (a sharp note
detailed in a future supplement. sampled from a kid’s cat keyboard).
Automatically calls a random encounter based
FASHION A resource used to craft dyes and buy on your location.
MATERIALS decorations. Fashion Materials can be acquired
(F. MAT.) through rare mob drops, found in dungeon A cute tote or sling bag. Has 3 extra storage slots. SATCHEL
chests, or traded for at the Auction House.
Three uses per can. Spray your unique tag on SPRAY CAN
FISHING ROD Allows players and NPCs to spend time fishing. dungeon walls to show how far you made it.
INSTRUMENT Guitars, keyboards, synths, drums, and all other A resource used to travel between hexes and SUPPLIES
instruments. Each avatar starts with the ability upkeep different pieces of gear. If something
to play one of the OST’s twelve hidden songs, and says you need “X supplies,” it means it costs that
everyone can learn them by watching another many supplies each time you use it. Supplies
player perform them. Some dungeon doors are are expensive to buy, but are commonly
locked behind the songs, and a dungeon in dropped by most mobs.
Hawthorne’s wastes will only reveal itself if you
play all twelve songs on the same instrument.
58 .DUNGEON/ /REMASTERED 59
Insert into yourself or any other target to heal ARYA’S FOIL
all statuses.
FOILS
|----------------------------------------------------|
Insert into a freshly tilted ally to revive them
before they respawn elsewhere.
DRURY’S FOIL
60 .DUNGEON/ /REMASTERED 61
Talk to your turtle during
an eclipse to discover the
location of the nearest
spell.
PETS
|----------------------------------------------------|
|PET |COST |UPKEEP|DESCRIPTION |
|---------------|------|------|----------------------|
|DUNGEON CAT |5 |1 |SITS ON CURSED |
| | | |OBJECTS, PEES ON TRAPS|
|---------------|------|------|----------------------|
|LIZARD |3 |1 |LOVE MAGIC AND BYTES |
|---------------|------|------|----------------------| Pretty kitty of a random breed. Loves scratching DUNGEON CAT
|PUP |3 |1 |BARKS WHEN HOSTILE | things, sleeping in rays of sun, and eating fish.
| | | |MOBS ARE NEAR | Sits on cursed objects and pees on traps.
|---------------|------|------|----------------------|
|SNAKE |4 |1 |CAN BE FED ANY ITEM, | A palm-sized lizard of a random breed. Loves LIZARD
| | | |1/MONTH | eating bugs and laying on hot rocks. Easily
|---------------|------|------|----------------------| distracted by any source of magic and any
|SONGBIRD |3 |1 |HAS A UNIQUE SONG | number of Bytes.
|---------------|------|------|----------------------|
|TURTLE PRIEST |4 |2 |EATS SPELL TEXTS TO | Cute dog of a random breed. Loves meat, pets, PUP
| | | |GAIN THEIR POWER | and playing fetch. Barks when hostile mobs are
|---------------|------|------|----------------------| nearby. If left to roam all night, has a 5% chance
|WAR DOG |5 |2 |CAN SMELL PVPERS | of digging up d4 Bytes.
|----------------------------------------------------|
Some friendly mobs can be purchased or taken Several feet of reptilian length. Loves cuddling. SNAKE
on as pets, but they will require your care and Can eat and digest any item you give it, over the
attention. Each one is stored in a glassy, course of a week. Eats once a month.
softball-sized Pet Jar, and only one can be
released at a time. While released they will Tiny, beautiful birds with expressive faces. SONGBIRD
follow you and perform their tasks to the best Each is generated with their own unique,
of their abilities. single-bar melody.
UPKEEP The upkeep cost listed next to each pet is the Shin-high turtles, each generated with their TURTLE PRIEST
number of supplies it costs each day to keep own unique hat. Can eat any scroll or spell tome
them fed and watered. to gain its power. If they eat 20 spells they
become a Fortle.
62 .DUNGEON/ /REMASTERED 63
Players who purchase a vehicle need to pay its UPKEEP
upkeep cost once each session it is used. This
covers fuel and general maintenance.
TRANSPORTATION
|----------------------------------------------------|
vehicles allow you to move twice as far during
combat encounters.
ROLLERBLADES
|TRANSPORT |1 TRIP |OWN |UPKEEP | The glider is the biggest transport that can be GLIDER
|-----------------------------|-------|------|-------| kept in your inventory. It allows you to fall from
|SKATEBOARD |-- |2 |-- | great heights and cross into an adjacent hex
|-----------------------------|-------|------|-------| without taking a random encounter.
|ROLLERBLADES |-- |2 |-- |
|-----------------------------|-------|------|-------| When purchased, your clothes and armor are WINGSUIT
|GLIDER |-- |4 |-- | altered to fit the wingsuit. It grants the same
|-----------------------------|-------|------|-------| benefits as a glider while also letting you
|WINGSUIT |-- |7 |1 | perform airborne stunts in combat.
|-----------------------------|-------|------|-------|
|HORSE |5 |10 |3 | A beautiful horse of a random breed. Enjoys HORSE
|-----------------------------|-------|------|-------| carrots and horseplay. Can carry 5 additional
|GIANT LIZARD |5 |12 |3 | inventory slots.
|-----------------------------|-------|------|-------|
|SPIDER ENVOY |5 |12 |3 | A big, colorful lizard of a random breed. Enjoys GIANT LIZARD
|-----------------------------|-------|------|-------| eating big bugs and prefers desert terrain. Allows
|TAMED DREG |7 |15 |5 | you to climb even unclimbable mountains.
|-----------------------------|-------|------|-------|
|87 CHEVALIER ANTELOPE |-- |30 |10 | Eight-legged princesses of Luna, the spider queen. SPIDER ENVOY
|-----------------------------|-------|------|-------| These envoys are found in forest terrain and
|TOY TROLL AE86 |-- |30 |10 | enjoy scritches. Can carry two players at once.
|-----------------------------|-------|------|-------|
|PYTHON SR1 |-- |45 |12 |
Raptor-like creatures covered in multicolored TAMED DREG
|-----------------------------|-------|------|-------|
feathers, which use their large beaks to break
|LAMB MARTINI MIURA |-- |50 |12 |
their prey. They are the fastest creatures in
|-----------------------------|-------|------|-------|
.dungeon, reducing random encounter checks
|91 FJORD ADVENTURER |-- |30 |10 |
to every 2nd hex.
|-----------------------------|-------|------|-------|
|SUBLUE SANDBAR |-- |25 |5 |
Two-door, matte colors. 10 extra storage slots. 87 CHEVALIER
|-----------------------------|-------|------|-------|
Travel freely across Annwn as long as you can ANTELOPE
|UW SCARAB |-- |35 |12 |
afford the upkeep.
|-----------------------------|-------|------|-------|
|TRAIN |5 |250 |25 |
|-----------------------------|-------|------|-------| Two-door, silver and black, speedster. Travel TOY TROLL AE86
|TELEPORTATION CIRCLE |15 |300 |1 | freely across Annwn as long as you can afford
|-----------------------------|-------|------|-------| the upkeep.
|SIMPLE AIRSHIP |15 |500 |25 |
|-----------------------------|-------|------|-------| Two-door sports car, gloss colors. Travel PYTHON SR1
|GREATER AIRSHIP |25 |1,000 |30 | freely across Annwn as long as you can afford
|----------------------------------------------------| the upkeep.
64 .DUNGEON/ /REMASTERED 65
LAMB MARTINI Two-door sports car, gloss colors. Travel Large circle of marble and granite, carved with TELEPORTATION
MIURA freely across Annwn as long as you can afford intricate hand signs which facilitate magical CIRCLE
the upkeep. transportation. Unlike trains, all teleportation
circles are linked to each other. As long as they
91 FJORD Four-door SUV, bland colors. 15 extra storage are both powered, you can use one to travel any
ADVENTURER slots. Travel freely across Annwn as long as you distance to any other teleportation circle.
can afford the upkeep.
Buying a circle means buying an unused or
unpowered one, or building a new one within a
SUBLUE SANDBAR Two-door flatbed pickup, white. 25 extra storage new settlement or guildhall. These do not get
slots. Travel freely across Annwn as long as you you any extra Bytes, but they help to
can afford the upkeep. interconnect Annwn.
UW SCARAB Two-door round car, yellow. 5 extra storage Two to four seats. 10 storage slots. Can travel SIMPLE AIRSHIP
slots. Travel freely across Annwn as long as you freely over the server with no risk of random
can afford the upkeep. encounters. Buying one trip means paying an
NPC or Player Character to pick you up and take
TRAIN Various train tracks criss-cross Annwn’s you to a destination. The price does not include
surface and underground. One ticket buys you a ride back. Buying your own simple airship
near-instant transport between any two means you get to design it. Upkeep includes
connected settlements. Buying a train means storing it in a settlement.
building your own track between two
settlements. After construction, you receive an Larger, commercial vessels. 50 storage slots. GREATER AIRSHIP
extra 2 Bytes every time you log on, Buying one trip means getting a ticket between
from people using two settlements. The flight lasts ten minutes of
the track. game time and allows for the guests to mingle.
Certain NPCs only spawn on airships, including
unique merchants.
Buying your own greater airship means you
get to design it. Upkeep includes storing it in
a settlement.
66 .DUNGEON/ /REMASTERED 67
A small structure that sits on the outer edge of DEFENSE TOWER
a settlement, granting all its NPCs +1 defense.
Building one spawns a ranger NPC who
collects supplies and resources for the
settlement. No settlement can have more
STRUCTURES
|----------------------------------------------------|
than four defense towers.
If all four are built, construction on a
ranger guildhall begins immediately,
|STRUCTURE |1 NIGHT|OWN |UPKEEP |CONSTRUCTION| and finishes after three days. This
|----------------|-------|------|-------|------------| grants a low percentage chance
|PERSONAL ROOM |1 |25 |-- |1 DAY | for ranger allies to arrive
|----------------|-------|------|-------|------------| and assist
|JOB BOARD |-- |25 |-- |1 DAY | the settlement.
|----------------|-------|------|-------|------------|
|DEFENSE TOWER |-- |100 |1 |3 DAYS |
A modest house with 1-2 rooms. LESSER HOUSE
|----------------|-------|------|-------|------------|
Buying one gives you a place to
|LESSER HOUSE |-- |125 |5 |1 WEEK |
decorate. Building one will spawn
|----------------|-------|------|-------|------------|
a random NPC to live in it.
|ARENA |1 |150 |5 |1 WEEK |
|----------------|-------|------|-------|------------|
A large structure with a ARENA
|GUILDHALL |-- |150 |5 |3 DAYS |
performance area and seating for
|----------------|-------|------|-------|------------|
50. Building one spawns three
|MARKET |-- |150 |5 |3 DAYS |
soldier NPCs who have an intense
|----------------|-------|------|-------|------------|
rivalry and will fight every
|GREATER HOUSE |-- |200 |10 |1 WEEK |
Friday night.
|----------------|-------|------|-------|------------|
|INN |1 |225 |7 |1 WEEK |
|----------------|-------|------|-------|------------|
|TAVERN |1(3 |225 |7 |1 WEEK |
| |DRINKS)| | | |
|----------------------------------------------------|
UPKEEP A building’s upkeep cost is only required if you
built or own the structure. It measures the
number of resources needed to keep the
building up and running every IRL month.
68 .DUNGEON/ /REMASTERED 69
GUILDHALL A small structure for a guild to decorate and call
their own. Includes 20 slots of shared storage, a
shared bank where members can store their
Bytes, and a Respawn Anchor which, when
active, allows all members to respawn at it
instead of the nearest settlement. The Respawn
Anchor can be moved by the Guild Leader.
GUILD BANNER. Costs 3 Fashion Materials, lasts
SERVICES
|---------------------------------|
for a single encounter. |SERVICES |COST |
|----------------------|----------|
|ADVENTURE COMPANION |1 BYTE/DAY|
MARKET A large structure that connects the settlement
|----------------------|----------|
to the server Auction House, allowing trades to
|TEXT MESSAGE PARTNER |1 BYTE/DAY|
be made over long distances.
|----------------------|----------|
|KINKY DUNGEON FRIEND |2 BYTES/ |
GREATER HOUSE Larger house with 2-4 rooms. Buying one gives
| |DUNGEON |
you a place to decorate and a place for your
| |FLOOR |
party members to live. Building one will spawn
|---------------------------------|
two random NPCs to live in it, with a chance of
them falling in love and making more NPCs. These PUGs hire themselves out to go on ADVENTURE
adventures with other online players. They COMPANION
INN Larger house with 4 small rooms upstairs and a grant a +2 to dice rolls they can help with.
serving area downstairs. Buying one gives you
an additional 3 Bytes each day you log on. These PUGs offer company to folks who want TEXT MESSAGE
Building one spawns an Innkeeper NPC and someone to talk to. Texting with them grants PARTNER
allows traveling NPCs to stop by. you a +1 to all Presence rolls for the day.
TAVERN Smaller house with one large serving area. These sex workers are PUGs with high-level KINKY DUNGEON
Buying one gives you an additional 3 Bytes each avatars who offer a unique experience. It’s part FRIEND
day you log on. Building one spawns a dungeon crawl assistance and part kinky fun.
bartender and a chef NPC and allows traveling It’s not for everyone, but .dungeon devs haven’t
NPCs to arrive. This also creates a space for shied away from creating a safe space for sex
NPCs to mingle and possibly start relationships, workers to offer their brand of entertainment.
which can grow the settlement. They grant a +2 to all rolls.
70 .DUNGEON/ /REMASTERED 71
TEAM SPECIAL.
A baseball bat of twisted wood, branded as an
“Annwn Slugger.” Functions as a simple
weapon. Once per encounter, you can perform
a combo attack with another party member,
LEGENDARY ITEMS
These are unique and powerful items that often
adding both of your attack rolls together to
make one, combined Contest.
THE HORN OF DRAGOON.
bleed IRL into the virtual world. They are found Carved from the tooth of Annwn. This spiral
in the most dangerous dungeons, at the end of horn, with its three separate openings,
long and complicated quest chains, or as charms all Dragons who hear it. While
rewards for hidden world events. charmed they will do as commanded, but
they do not do it kindly.
ARAWN’S MIRROR. THE RING OF MELANCHOLY.
A glass hand-mirror with thin veins of blood A one of a kind ring, carved from
pumping around the frame in off-beat the sadness of Annwn. Once per
rhythms. The holder can gaze into the mirror day, the wearer can tell a sad
to create a duplicate of themself. The holder story which inflicts a special
can control the duplicate while staring into condition called “Sadness” to all
the mirror, which shows what the duplicate within earshot. Sadness makes
can see. When not looking into the mirror, the their avatar cry uncontrollably
duplicate acts of its own volition as any other for 10 minutes, leaving them
NPC might. motionless.
TOME OF DREAMS. |--------------|
BLACK ROSE. | INNER DEMON |
A handcannon of black metal and gold that The obsidian-bound text that acted as the
foundation of the Abrellian Academy. When |--------------|
shoots blooming, ruby bullets. Every attack |DICE |2D6X2 |
with a rose bullet adds +d6 to the contest. The opened, all entities in the vicinity, excluding the
opener, fall asleep and must fight their “inner |-------|------|
Black Rose starts with a rose bullet for every |BONUS |4 |
flower/plant in the player’s IRL playing area. demon” in a liminal dream space to wake up.
WINTER CLOAK. |-------|------|
DOG WHISTLE. |INIT |8 |
A bone whistle carved with a hundred, A cloak of white fog and ice that blows with its
own wind. During the winter months, the |-------|------|
snarling, hound fangs. When blown, a war |MORALE |-- |
dog is summoned in-game for every dog in wearer can cross any source of water, as their
footsteps freeze and leave behind small |-------|------|
your IRL house. |DROPS |2X |
NIRVANA. lilypads of ice.
A glorious staff topped with a golden phoenix, | |DREAM |
once held by Hafgan himself. Once per session | |MAT. |
you can spread the phoenix’s wings, causing |--------------|
all party members’ attacks to do +3 solar
damage for the encounter.
SCAPEGOAT.
A cute, fluffy sheep doll that rests neatly on
any backpack. Always smiling. You can put any
number of Bytes into it each day. The
scapegoat can negate an amount of damage
equal to the Bytes put into it. Each point of
damage removes a Byte. When it runs out of
Bytes, it frowns.
72 .DUNGEON/ /REMASTERED 73
RNSZabcTEUVWXYPQIJNGNROJEFHIJEKLMOP
Magic
LZSNNXWVUETcOMLXXWVUEKIQPYEJbaZSEWVUJORORN
LZSNNXWVUETcOMLXXWVUIQPYEJbaZSEWVUJORNGORN
NROGNROJESZabJEYPQIKLMOcTVWXNNSZL
LEARNING SPELLS
To learn these spells you must find a scroll,
book, or carving that demonstrates the hand
signs. Some PUGs are kind enough to pass on
spells they’ve learned to others, but they have
to be demonstrated in-game. Following a
diagram on the wiki can teach you the hand
signs, but your character won’t know the spell
until they study it or are taught it. PUGs usually
charge upwards of 50 Bytes to teach you one of
their spells.
ACCESSIBILITY
.dungeon’s options menu lets players toggle off
spellcasting’s extensive hand movements. Some
players prefer voice commands or the
spellcasting menu where you simply use
buttons to input the proper hand signs in the
correct order.
LZSNNXWVUETcOMLKIQPYEaZSEJORNGORN
74 .DUNGEON/ /REMASTERED 75
TARGET
TERMS
Any single entity, player character, or PUG that
SPELLS
You enshrine a party member’s head with a ANGEL’S FURY
is on the field of battle, including the caster. fiery crown, allowing them to auto-destroy a
single mob up to a d10.
CASTER The entity casting the spell. Skill: Magic
Cost: 5
FIELD OF BATTLE Everything considered to be in combat at the
time, in melee and range. If something is nearby
You cast unholy light onto the bottom of the BLACK POOL
but not present in the combat, it is not
dungeon steps, flooding it with magical, black
considered to be “in the field of battle.”
ichor. From its murky depths, Darkroot, the
Skeleton Prince, crawls forth to answer a single
AUTO-DESTROY Removes the target’s current dice without a question about the dungeon you’re in.
contest roll. If a mob is made of more than one
dice, only the current dice is destroyed. Skill: Dream
Cost: 7
AREA All entities and space that is within melee range
of the target. Create a circle with your hand to encase one BUBBLE
target in a bubble that floats above the
INTERRUPT Magic that can be cast out of turn order. Using battlefield. The target may roll Tilt to end this
a spell to interrupt costs 3 extra Bytes and effect. Any damage to the bubble pops it. A
counts as your next up-coming turn. If the falling target is stunned until their next turn.
spell cancels an action that is being Skill: Magic
performed, or changes the conditions for Cost: 5
whoever’s turn it is, that person gains another
movement to use immediately.
The magic of the elk hand sign grants each BUFF
party member a d8 to add to their next roll.
SKILL If a spell calls for a dice roll, use the listed Skill.
Skill: Dream
Cost: 4
76 .DUNGEON/ /REMASTERED 77
CIRCLE OF Draw a space around two targets. For one Encase a hostile entity in your hand and OBLITERATE
PROTECTION encounter, all damage inside or from outside permanently remove it from the field of battle.
the circle is voided. Entities inside can’t attack Skill: Magic
anyone outside without breaking the circle.
Cost: 25
Skill: Magic
Cost: 7 Can only be cast when you reach 0 Sync. OMEGA
Sacrifice your avatar and your influence over
DARK TENDRIL Shadow tentacles rise from the surrounding Annwn to give the party 20 Sync.
surfaces, grappling up to four entities of d6 dice Skill: Magic
or lower.
Cost: 15
Skill: Magic
Cost: 5 With a few quick motions, turn one hostile entity POLYMORPH
into a chicken. This lasts until they are attacked.
DISGUISE SELF Transform your avatar into an entity matching Skill: Magic
the environment, like a vase, chest, or plant.
Cost: 10
This illusion stays until you are attacked or
make an attack.
Eclipse the sun with your hand. The halo of light SOLAR FLARE
Skill: Magic auto-destroys d4 entities in the field of battle.
Cost: 4
Skill: Magic
HEAL Heal wounds, young and old, by soothing the Cost: 8
energy around you. Regain d10 Sync.
Create an area for Fallminx to land. Fallminx SUMMON FALLMINX
Skill: Magic
counts as a d20x2, looks like a gargantuan
Cost: 7 gargoyle, and wields a mighty scythe.
Skill: Dream
LIMINALIS Draw the essence of another door upon the
door in front of you. They are now linked Cost: 10
forever for you and your party members.
Escape through velvet curtains, returning to TELEPORT
Skill: Dream
the last settlement you visited.
Cost: 25
Skill: Magic
METEOR Reach into Detritus and pull something free. Cost: 8
Choose two entities in addition to yourself to
survive. Destroy all other entities in the area. Hide a single entity from all eyes. VANISHMENT
Skill: Magic Skill: Magic
Cost: 25 Cost: 7
MIMICRY Split a copy off of yourself. You can puppet Add to the dungeon, change the architecture. A WALL
them through hand signs, but they still move new wall is created from surrounding material,
and act when you aren’t controlling them. connecting two nearby walls of your choice.
Skill: Magic Skill: Dream
Cost: 10 Cost: 10
78 .DUNGEON/ /REMASTERED 79
XYPQIJNGRNSZabcTEUVEKLMOWNROJEFHIJP
Continuing theTHEGame
.dungeon doesn’t stop when you log out.
SUN
Between sessions, time for the PCs in the game
world passes at the same rate as IRL time. This
means that you are always playing .dungeon, The eye of the sad god, pixelated and glowering.
even when you’re not logged on. Annwn is a Like our moon here on Earth, the sun waxes and
world parallel to our own, that persists wanes, opening and shutting different amounts
alongside our own. depending on how the eye is feeling. This activity
changes the virtual world’s global lighting,
A typical .dungeon campaign will involve a shifting it in density, brightness, and even hue.
session of adventure followed by a gap of Roll 2d6 to see what the sun looks like today.
downtime until the next session. The Server
might talk to the players over discord or text 2. FURIOUS CRIMSON. Open wide, pupil
message, asking them what their character is miosis, harsh and sharp shadows.
up to during these gaps. A player might want to 3-5. CONFUSED ORANGE. Open wide, pupil
log on and do some shopping in town. Or a dilated, long and blotchy shadows.
player might have a friend they want to check 6-8. TIRED PURPLE. Three-quarters shut,
in on. These things can happen (personal time wavering pupil, foggy and blurry shadows.
permitting) while not having a full session, 9-11. MELANCHOLIC BLUE. Half shut, watery
through talking and maybe rolling some dice pupil, no shadows.
when necessary. 12. ASLEEP NAVY. Fully shut, humming
pupil, faint and dying shadows.
TIME If you are always playing, and if time passes at
roughly the same pace as reality, what about
things that take more time than you have during
a given night? Firstly, there aren’t many things
like that in .dungeon except maybe grinding for
drops or traveling over very long distances.
Secondly, .dungeon has a golden rule: Whenever
you sit down to play, if you want to take an
action that requires more time than you have
to play, it can be done retroactively. In other
words, it happened during downtime. As long
as you have the Materials and the means, any
long-term goal (shopping, talking to friends,
grinding mobs, normal MMO tasks) can be
accomplished retroactively.
80 .DUNGEON/ /REMASTERED 81
ECLIPSES After being severed, the left hand of Annwn No shadows are cast when the sun is MELANCHOLIC
joined the Sun in the sky as a celestial body. It melancholic, so there are no eclipses.
rotates on a constantly shifting axis which puts
it in varying degrees of eclipse with the Sun. When the sun sleeps and the hand passes in ASLEEP
When the correct eye and its proper hand sign front of it, it creates a null magic aura for the
coincide, Annwn casts her magic on the world. entire server. Casting magic has no effect.
Every session, roll a d10. On a 1, there’s an Creatures who cast magic are vulnerable, and
eclipse. There can only be one eclipse each magical enchantments, auras, and protections
calendar month. (such as illusions) are dispelled.
|----------------------------------------------------|
|MONTH |FURIOUS |CONFUSED |TIRED | FURIOUS HORSE. JANUARY
|----------|-------------|-------------|-------------| If a Rest Dice is rolled during this eclipse, it
|JANUARY |REROLL ALL |-- |-- | must be rerolled and the second number must
| |REST DICE | | | be used. For better or worse.
|----------|-------------|-------------|-------------|
|FEBRUARY |-- |-- |MAX HEALING | TIRED BULL. FEBRUARY
|----------|-------------|-------------|-------------| All healing from Rest Dice, spells, and foils is
|MARCH |-- |-- |SECRET DOORS | maximized during this eclipse.
| | | |REVEALED |
|----------|-------------|-------------|-------------| TIRED CROW. MARCH
|APRIL |THE WYLD HUNT|-- |-- | The illusion magic which hides secret doors
|----------|-------------|-------------|-------------| within Annwn’s dungeons is broken, revealing
|MAY |SCROLL TOAD |-- |-- | them. During this eclipse, secret doors are
|----------|-------------|-------------|-------------| marked with the symbol of the tired Eye.
|JUNE |-- |NEW PLAYER |-- |
| | |CURSE | | FURIOUS HOUND. APRIL
|----------|-------------|-------------|-------------| The Wyld Hunt event begins. This is known as
|JULY |-- |DRAGON SPAWN |-- | Arawn’s Revenge, as the Drowned King’s
|----------|-------------|-------------|-------------| influence spreads and his Black Hounds begin
|AUGUST |-- |-- |WEREWOLVES | their hunt. All servers are bathed in a full and
|----------|-------------|-------------|-------------| total red. Those lucky enough to defeat a Black
|SEPTEMBER |-- |GLICH RITUAL |-- | Hound get an invite to Arawn’s castle.
|----------|-------------|-------------|-------------|
|OCTOBER |-- |-- |DOUBLE ALL B | FURIOUS FROG. MAY
| | | |GAINED | All Legendary catches while fishing are the
|----------|-------------|-------------|-------------| Scroll Toad. If given a proper gift, the Scroll
|NOVEMBER |FOX TOKENS |-- |-- | Toad will give you a single-use scroll that can
|----------|-------------|-------------|-------------| summon him. When summoned, the Scroll Toad
|DECEMBER |-- |HAFGAN’S |TIRED | will devour one entity for you before vanishing.
| | |SNAKE UNTHAWS| |
|----------------------------------------------------|
CONFUSED ELEPHANT. JUNE
Users who join and create their first character
during this eclipse are “cursed.” They grow a set
of unique horns on their head and begin with
an invitation to Mazmorra, the cursed dungeon.
82 .DUNGEON/ /REMASTERED 83
Abandoned accounts bec
JULY CONFUSED CUB. ome
Users who join and create their first character NPCs in the fungal forest
during this eclipse are born from the mouth of north of Tutorial Island.
the Dragon on Tutorial Island. They gain a patch
of scales that they can customize to their liking
and are able to understand the Ancient Tongue
of Dragons.
84 .DUNGEON/ /REMASTERED 85
THE WOLRD: SIMPLE HEXFILLS
To fill a hex map, roll d6 for the starting hex’s
terrain. Each adjacent hex remains the same
terrain unless you roll 13+ on a d20. Repeat the
process until all hexes are filled.
|----------------------------------------------------------------------------------------------------------------------|
|TERRAIN |1 |2 |3 |4 |5 |6 |
|----------|-----------------|-----------------|-----------------|-----------------|-----------------|-----------------|
|D20 |AMPLIFIED |ASTRAL |JADED |REDLANDS |UNDERWORLD |WODES |
|----------|-----------------|-----------------|-----------------|-----------------|-----------------|-----------------|
|1 |MOUNTAIN |WEEPING FIELDS |SETTLEMENT RUINS |DEBRIS FIELDS |FLESHY TUNNEL |MELANCHOLY |
|----------| | | | | |FORESTS |
|2 | | | | | | |
|----------| | | | | | |
|3 | | | | | | |
|----------| | | | | |-----------------|
|4 | | | | | |SPIDER FORESTS |
|----------| | | | | | |
|5 | | | | | | |
|----------|-----------------| |-----------------| | | |
|6 |CANY0N | |ROAMING FOG | | | |
|----------| |-----------------| | |-----------------|-----------------|
|7 | |FLOATING | | |ABYSSAL PIT |LIZARD FORESTS |
|----------| |ISLAND | |-----------------| | |
|8 | | | |GIANT’S TEETH | | |
|----------|-----------------| | | | | |
|9 |MOUNTAIN | | | | | |
|----------|(UNCLIMABLE) |-----------------|-----------------| | |-----------------|
|10 | |AURORAS |MOVING HILLS | | |BLACK SWAMP |
|----------| | | |-----------------| | |
|11 | | | |BLEEDING WOUNDS | | |
|----------|-----------------|-----------------|-----------------| |-----------------| |
|12 |LIVING MOUNTAIN |FLYING CASTLE |GIANT CORPSES | |DRAGON GRAVEYARD | |
|----------------------------------------------------------------------------------------------------------------------|
86 .DUNGEON/ /REMASTERED 87
Amplified Astral
Mountains stretch strange into the clouds. Dreamlike waves of solar lights dance amongst
Crags and cliffs shear, ebb, and collapse. tree-tall flowers with faces, while blue blood
Impossible structures of stone and rock. Nearly floats through the air as a spray of mist. Cracks
unclimbable faces of marble. Endless in the ground that exit into the clouds. Floating
avalanches and earth that breathes deep islands that hold entire settlements and
through ravines and canyons filled with the dungeons. A mystery and wonder of solitude.
most sought-after of treasures.
The flowers spit out bits of dialog picked up WEEPING FIELDS
MOUNTAIN Unlike other terrain, mountains require 2 from PUGs that travel through them. Hear the
supplies to travel. With a successful contest cursing and anger of a random encounter, the
against the mountain’s 2d20, you can climb to the whispers of treasure in nearby dungeons and
peak where a rare gem rests, worth 100 Bytes. hexes. But only if you listen closely.
CANYON Plunging into the canyon requires one Reaching them is the hardest part. They are FLOATING ISLANDS
additional supply, but all encounters inside mostly filled with dungeons, but on occasion
have double the drops. there are untouched settlements with
teleportation circles.
MOUNTAIN A procedurally generated horror of sharp
(UNCLIMBABLE) edges and flat cliff faces. Occurs when Annwn’s debris falls and explodes AURORAS
into stardust. Multi-colored waves dance
LIVING MOUNTAIN It has stats and will try to hurt you. Defeating it
through the air, while sprinkles and sparkles of
turns it into a normal mountain until the next day.
Annwn’s soul mingle.
|---------------------------------|
Massive dungeons that spawn on floating FLYING CASTLES
| LIVING MOUNTAIN (1) |
islands, creating miniature ecosystems of
|---------------------------------|
factionalized NPCs and mob horrors.
|DICE |D100 |
|---------------|-----------------|
|BONUS |-- |
|---------------|-----------------|
|IMMUNE |ALL BUT: |
|---------------|-----------------|
|WEAK |SMASHING |
|---------------|-----------------|
|INITIATIVE |10 |
|---------------|-----------------|
|MORALE |1 |
|---------------|-----------------|
|DROPS |D100 MATERIALS |
|---------------------------------|
*Advantage: Living mountains roll their dice
twice and take the higher of the two.
88 .DUNGEON/ /REMASTERED 89
Jaded Redlands
Silent hills rolling with fog. The midwest of Bloody fields. Red and purple sands twisting
America stretched thin. Telephone poles with around teeth that rupture from the ground to
nowhere to go, and the sounds of cicadas thick eat or just sit, monolithic. Tremors pulse
with the glow of the sad god’s eye. Ruins filled through the fibers and code as deep machines
with Zombies where your house sits, pound away at unseen toils. The debris belt has
untouched and waiting for you. A hell of google- never been so visible on a clear day.
map textures.
Blood red meteors fall from the sky. The rain is DEBRIS FIELD
SETTLEMENT RUINS A few NPCs survive while others have long since tinted with the blood of Annwn. Craters dot the
become Zombies. It’s common for hordes of fields. Monoliths of living rock and pulsating
Zombies to assault ruins while NPCs cower inside. stone wriggle free from the dirt.
ROAMING FOG A haze, tinted by the eye of the sad god. It rolls Bone white spires erupting from the ground. GIANT’S TEETH
and breathes with its own life, covering entire The Materials they produce are worth double,
fields with its mass. but harming the teeth immediately calls an
encounter, as the ground groans in pain.
MOVING HILLS Lumps of green, gray, and blue. Sidle past each
other in the sunlight. Moaning and groaning. A cut, a gash, a slash. Cracks and craters that BLEEDING WOUND
Sighing and crying. Alive. The most docile bleed blood from Annwn’s spinning body. NPCs
denizens of Annwn. can be resurrected if left to float in the pools
for a day. Even a Skeleton will reform its body
GIANT CORPSES The corpses of Annwn’s largest creations, fallen
and return to its routines.
from the debris belt, or slain by players long
logged-out. If 100 Dream Materials are gathered,
*Resurrection: If a
you can enter the corpse’s memories and fight
the beast yourself. Or talk to it. It’s lonely.
|---------------------------------|
Underworld
The sad god’s veins, still breathing and beating
player respawns, the | GIANT CORPSE (1) | and filling with her juice. Darkened. She cannot
Giant Corpse |---------------------------------| see inside of herself. Only the horrors of the
resurrects their |DICE |3D10X8 | blackness and the ever churning blood. Caves
shadow to fight on the |---------------|-----------------| and labyrinths that etch themselves through
giant’s side. The |BONUS |5 | territories un-wiki’d, and never conquered.
shadow is linked to the |---------------|-----------------|
party’s Sync and uses |IMMUNE |-- | The veins of Annwn that stretch inside and FLESHY TUNNEL
the same stats as the |---------------|-----------------| outside of the ground. When they flood (during
player. When the Giant |WEAK |-- | the rain) they are impassable.
is defeated, all |---------------|-----------------|
shadows vanish. |INITIATIVE |6 | A hole that goes down. Forever. Many NPCs are left ABYSSAL PIT
|---------------|-----------------| falling for eternity. Traverse it carefully, if at all.
*Summoning Foil: |MORALE |1 |
Allows you to summon |---------------|-----------------|
the Giant Corpse once. The bodies of ancient Dragons form caverns DRAGON GRAVEYARD
|DROPS |SUMMONING FOIL |
beneath the earth. They once erupted from
|---------------------------------|
Annwn’s body as her children. When tired and
old, they return for their rest. Dragon Materials
can be found here.
90 .DUNGEON/ /REMASTERED 91
Wodes
Crying trees. A green and dead sea. Ancient and
corrupt with broken lines of code. Ruled by
families of Wolves that have swallowed Her
debris. Swamps filled with oil, constantly aflame.
Crystal growths that rival the mountains. Time
WEATHER
Roll on the chart below to determine the
weather whenever you feel like it.
and space bend to the forests here.
2d6
MELANCHOLY Hazy groves, angry willow trees, vines that 2. Lightning Storm
FOREST yearn for your neck. NPCs can’t help but cry. 3-5. Rain
Mobs may fight, but they do so with sadness in 6-8. Clear
their digital hearts. 9-11. Fog
12. Snow
SPIDER FOREST Webbed and impossibly claustrophobic. The
spider priests wander these woods, looking for
Heavy thunder rumbles through the clouds, LIGHTNING STORM
their lost god. Spiders furtively guide lost
blocking the sun from gazing upon Annwn’s
travelers to safety, knowing what the spider
body. In combat, there’s a 10% chance of a
priests will do if they find you.
lightning bolt striking someone at random each
LIZARD FOREST Crystalline and gleaming. Butterflies of blue round. When rolling random encounters, a 12
glass beat their wings with water-like means that a lightning strike brings a Saga
movements. Crystals found here can be sold for Prince. This is the only way to encounter a Saga
20 Bytes per inventory slot. Catching a Prince and get their unique drops.
crystalized lizard means nearly 100 Bytes, but
they also make for good pets (like normal Flat, static-gray clouds with the dull sizzle of RAIN
lizard, but they reduce spell costs by 1). rain on every surface. Pets hide under their
owners and NPCs gather in taverns. The world
BLACK SWAMP Pools of oil and tar, bubbling and swallowing all
sleeps for the storm.
entities that wind up in their liquid grasps.
Fires set here will never go out. Pillars of flame
from the earliest players still stretch up The eye of the sad god watches. CLEAR
through tangled canopies.
The thick liminality of static-fog. A pleasing film FOG
grain tinted by the glare of the sad god.
94 .DUNGEON/ /REMASTERED 95
When a construction says there’s a chance for TRAVELING NPCS
a traveling NPC, roll d100 below and give them
a name.
1-50. None
SETTLEMENTS
Any collection of structures (or a singular
51-80.
81.
82.
83.
Roll on Random NPC Chart
Town Guard
Necromancer
Artist
structure of considerable size) can be 84. Diabolist
considered a settlement as long as it contains 85. Ranger
an NPC. Settlements that lose their NPCs 86. Miner
become ruins and spawn Zombies, Skeletons, 87. Sage
and other undead. 88. Healer
Settlements are important because they are 89. Enchanter
one of the few places that can be teleported to, 90. Chaos Mage
and one of the few places players can respawn. 91. Justicar
They are also the only locations that can 92. Warlord
support a guildhall, allowing you to start a 93. Spirit Warden
guild. And lastly, most equipment can only be 94. Reaver
bought or sold in settlements, because that’s 95. Stormlord
where NPCs reside. 96. Knight
97. Beastlord
REBUILDING AND .dungeon was considered a “dead MMO” when 98. Mindmelder
SUPPORTING the total number of players dropped below 99. Elementalist
1,000 and Annwn contained more ruins than it 00. Shadow Priest
did settlements. But ruins can be reclaimed and
turned back into settlements with enough Bytes
and Materials. See the Gear section for
construction prices and times.
96 .DUNGEON/ /REMASTERED 97
RANDOM NPC NAMES 47. Milton 81. Wayne 1. Charming 48. Heroic RANDOM NPC
48. Neil 82. Wesley 2. Stoic 49. Leisurely PERSONALITIES
1. Alden 49. Nixon 83. Weston 3. Innocent 50. Mature (ROLL TWICE)
2. Alf 50. Oakley 84. Willbroad 4. Attentive 51. Grumpy
3. Ashlee 51. Oswin 85. Willis 5. Loyal 52. Tired 95. Dependent
4. Bailee 52. Paxton 86. Wilson 6. Romantic 53. Jaded 96. Delicate
5. Batilda 53. Peyton 87. Winston 7. Meticulous 54. Memer 97. Demanding
6. Benton 54. Princeton 88. Wynton 8. Calm 55. Condescend- 98. Compulsive
7. Byron 55. Ramsey 89. Yvonne 9. Cheery ing 99. Asocial
8. Camdyn 56. Raylee 90. Yvette 10. Affectionate 56. Liar 100. Roll 2x more
9. Carlton 57. Reid 91. Yolanda 11. Sly 57. Gluttonous
10. Chelsea 58. Remy 92. Yesenia 12. Cute 58. Lustful
11. Coleen 59. Rowena 93. Yasmin 13. Crafty 59. Agitated
12. Dayna 60. Rovena 94. Yara 14. Compassion- 60. Harmful
13. Dwight 61. Rohesia 95. Ysabel ate 61. Depressive
14. Denver 62. Ryder 96. Yoana 15. Honest 62. Obsessive
15. Drake 63. Rylee 97. Zoey 16. Respectful 63. Overwhelmed
16. Earline 64. Sawyer 98. Zachary 17. Humble 64. Anxious
17. Easton 65. Scarlet 99. Zander 18. Forgiving 65. Explosive
18. Edgardo 66. Sheldon 100. Zelda 19. Courageous 66. Lazy
19. Edith 67. Shelly 20. Persevering 67. Destructive
20. Fay 68. Sterling 21. Generous 68. Rude
21. Ford 69. Sunniva 22. Polite 69. Unreliable
22. Freda 70. Tatum 23. Loving 70. Clueless
23. Frank 71. Tanner 24. Optimistic 71. Forgetful
24. Gage 72. Thatcher 25. Disciplined 72. Absentminded
25. Gibson 73. Tucker 26. Observant 73. Abrupt
26. Graysen 74. Tyson 27. Independent 74. Agonizing
27. Graham 75. Uesli 28. Forceful 75. Aloof
28. Hadlee 76. Van 29. Flexible 76. Apathetic
29. Haley 77. Vance 30. Firm 77. Bizarre
30. Harlan 78. Villads 31. Humorous 78. Bland
31. Huxley 79. Wade 32. Idealistic 79. Blunt
32. Jagger 80. Walker 33. Modest 80. Cantankerous
33. Justice 34. Objective 81. Careless
34. Karter 35. Patriotic 82. Childish
35. Keaton 36. Reflective 83. Clumsy
36. Kelsea 37. Scholarly 84. Shy
37. Kimberlee 38. Sentimental 85. Regretful
38. Kole 39. Sweet 86. Passive
39. Landon 40. Suave 87. Melancholic
40. Lawley 41. Venturesome 88. Irrational
41. Leigh 42. Wise 89. Grim
42. Lilla 43. Sociable 90. Foolish
43. Lindsee 44. Creative 91. Fearful
44. Macee 45. Alert 92. Extreme
45. Meadow 46. Active 93. Envious
46. Millard 47. Gallant 94. Egocentric
98 .DUNGEON/ /REMASTERED 99
RELATIONSHIPS As long as there are two NPCs living together in CHAOS MAGE.
a settlement, or who have a place to spend time Will only stay in town if there’s a wizard tower
together in a settlement, there’s a 10% chance but not a sage or a stormlord. Generates a
for a child to be born every year. Write down lightning rod on the wizard tower that has a 5%
their birthday. Children grow into adults after chance of capturing a lightning bolt every
a year, at which point they can take a job or be month. A chaos mage will sell Bottled Lightning
apprenticed into a job. for 25 Bytes. When used, Bottled Lightning adds
+20 to one Contest of your choice.
TYPES OF NPCS Each NPC has benefits for a settlement.
CLERIC.
ADVENTURER. Creates a temple in the settlement. Temples
Sleeps outside of the settlement. Protects the celebrate the calendar’s holidays, bringing their
yearly settlement caravan, raising the return benefits to the settlement.
chance to 35%.
DIABOLIST.
ARMORER. Will not stay in the settlement if there’s a
Creates a workshop in the settlement. Allows temple. Serves a random Archbug. Has a 10%
the settlement to sell and repair armor. chance of converting another NPC into a
diabolist every week. If three diabolists live in a
ARTIST. settlement, they create a temple to their
Will only stay in the settlement if there’s an Inn. Archbug, increasing the weekly conversion
Has a 3% chance of creating their magnum opus chance to 25%. If ten diabolists live in a
each week, which sells for d100x2d10 Bytes. settlement, their Archbug will arrive to convert
BARTENDER. the rest and corrupt the town, turning it into
Creates a tavern in the settlement. Gives the Glitch terrain.
settlement’s NPCs a place to unwind and get to DRAGONRIDER.
know each other. Will only stay in the settlement if there’s a
BEASTLORD. library. Grants +3 to all rolls against Dragons
Will only stay in the settlement if it’s in a forest. while in the settlement. Has a 1% chance of
Sleeps outside of the settlement in the woods. having a Dragon egg.
Allows mounts to be sold within the settlement. ELEMENTALIST.
BUTCHER. Will only stay in the settlement if there’s a
Creates a butchershop in the settlement. Every wizard tower with a lightning rod. Increases
year it generates enough resources to bring in the chance of catching a lightning bolt to 7%.
another random NPC. Elementalists can convert captured lightning
into a solar orb, which can cause an eclipse that
CARTOGRAPHER. day, even if there’s already been one this month.
Creates an observatory in the settlement.
Cartographers sell information on surrounding ENCHANTER.
hexes for 5 Bytes. Cartographers have a 5% Creates a card shop in the settlement. Allows
chance of creating a map to a legendary item the settlement to sell foils.
every month. FARMER.
Creates a farm and a farmhouse in the
settlement. Gives the settlement something to
trade with nearby settlements. Every year
there will be a caravan that goes out. There’s a
25% chance it returns. If paired with a mine,
increase the chance to 35%.
TOOLSMITH.
Creates a hardware store in the settlement.
Allows the settlement to sell equipment.
TOWN GUARD.
Creates a warden’s office in the settlement. Has
a 10% chance of having a traveling NPC in the
barracks every month.
Players Unknown
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|---------------------------------------------------| |-------------------------------------------------|
|D12|AMPLIFIED |ASTRAL |JADED | |REDLANDS |UNDERWORLD |WODES |
|---|---------------|---------------|---------------| |---------------|----------------|----------------|
|1 |GIANT BATS |SOLAR JELLIES |SKELETONS | |GOBLINS |SKELETONS |GOBLINS |
|---| | | | |---------------|----------------|----------------|
|2 | | | | |DREAMER |ZOMBIES |SKELETONS |
|---| | | | |---------------|----------------|----------------|
|3 | | | | |CONSTRUCTS |GOBLINS |ZOMBIES |
|---| |---------------|---------------| |---------------|----------------|----------------|
|4 | |NEON JELLIES |ZOMBIES | |DREGS |WALL OF FLESH |DREGS |
|---|---------------| | | |---------------|----------------|----------------|
|5 |WALL OF FLESH | | | |GIANT BATS |BRAINWURM |BEAM LORDS |
|---|---------------|---------------| | |---------------|----------------|----------------|
|6 |BRUTALIZERS |DREAM JELLIES | | |BRUTALIZERS |PUG |MANTICORE |
|---|---------------| |---------------| |---------------|----------------|----------------|
|7 |BEAM LORDS | |DREGS | |VORTHS |CONSTRUCTS |SPIDERS |
|---|---------------|---------------| | |---------------|----------------|----------------|
|8 |PRINCESS |WALL OF FLESH | | |DREAMER |SAGAS |WOLVES |
|---|---------------|---------------|---------------| |---------------|----------------|----------------|
|9 |MANTICORE |SAGAS |PRINCESS | |WALL OF FLESH |GIANT BATS |SNAKES |
|---|---------------|---------------|---------------| |---------------|----------------|----------------|
|10 |PUG |PRINCESS |DREAMER | |PUG |VORTHS |PUG |
|---|---------------|---------------|---------------| |---------------|----------------|----------------|
|11 |PVP PUG |DREAMER |SAGAS | |BRAINWURM |DREAMER |PALIMS |
|---|---------------|---------------|---------------| |---------------|----------------|----------------|
|12 |DRAGON |PUG |PUG | |PVP PUG |SHADOW JELLIES |DRAGON |
|---------------------------------------------------| |-------------------------------------------------|
NUMBER APPEARING
READING STATS
The number next to a monster’s name is how
when making a morale check.
This is the number of Bytes PCs need to see this
monster or NPC. “--” means that it’s always visible.
BYTES
Appendices
M:2, DR:STANDARD]
DR:STANDARD]
Everywhere. While in combat, a Wall
Web. Target player is webbed and
of Flesh counts as being within range
given the paralyzed status.
of everything.
Zombies
Decaying undead. Generated whenever
a player is forced to respawn.
[ZOMBIES (D20); D:D6, I:2,
W:GUN, SP:ATTRACTION, M:1,
DR:STANDARD]
Attraction. At the end of each round,
d4 more Zombies enter combat.
mobs land unique attacks, or by fumbling You make all rolls using your Tilt dice. POISONED
certain actions. When a status is applied, its Failure marks a respawn. Respawning
effects are immediate. A player can use their removes this status.
action to make a Tilt roll to end the status.
Otherwise they’ll need foils or magic to cure You must attack the person or creature nearest RAGE
the status. to you.
BLEEDING Take 1 Sync damage at the start of each of your You make all rolls with -1. SICKENED
turns until the bleeding is stopped.
Cannot cast songs and voice communication SILENCED
BLINDED All navigation or targeting requires a successful doesn’t work. Cover your mouth or mute
Luck roll. your microphone.
BURNING Take d6 Sync damage at the start of your turn. All attacks auto-hit and deal twice as much SLEEPING
damage. If attacking a sleeping mob, the attack
CHARMED Act on the charmer’s turn and add your dice to removes two dice.
their damage.
You go at the end of initiative and can only move SLOWED
CONFUSED All failed rolls are considered fumbles. or only take an action on your turn. Not both.
DEAFENED You can’t hear any voice communications or Your turn is skipped this round of initiative. STUNNED
game sounds. You may need to cover your ears,
leave the room, or deafen your headset. Melee attacks against you count as crits if they TRIPPED
hit. Ranged attacks treat you as behind partial
DROWNING You’ve failed your swimming roll and are cover. You can end this status at the end of your
now drowning. Roll Tilt at the start of your turn. No roll needed.
turn until someone saves you or you are
forced to respawn.
GRAPPLED You can’t move but can still take your action.
136 .DUNGEON/