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Roller Dungeon

So here is the idea:

Dungeon speed runs as a team sport, on roller skates. “Roller Dungeon Team T-Shirts” optional, but the Absalom Abyssals Woman’s Speed Destruction Team is my favorite.

EVERYONE is on roller skates. Heroes, monsters, gelatinous cubes… everyone.

The Rules

Every PC must have half their levels in barbarian, brawler, cavalier, fighter, investigator, kineticist, monk, ninja, rogue, or slayer.

For these mandatory class levels, you get +4 skill points per level, and the Skating skill. Also, any class that has Ride replaces it with Skating.

Skating works like Ride, but your “mount” is a pair of skates that take your space. Anything you could do on a mount, you can instead do on skates. All skates have a 30 foot move rate and, like a mount, if you control your skates without taking an action, you get a full action.

Skates are never battle-trained mounts, unless you would get a mount as a class feature like cavaliers).

All dungeons should be 2 CR lower than the APL *your spellcaster assistance has been limited after all, and you are making speed runs).

You only get full XP and treasure for a combat or trap encounter if you finish it in 5 rounds or less. For every round more than that, you lose 25% of your XP and treasure. An encounter begins when you become aware of it, so scouting eats into your time. If you complete an encounter in less than 4 rounds, you get a 10% treasure bonus for each round less time you take.

It’s assumed you have an audience, so Performance combat is an option.

Combine with DungeonBall! or X-Crawl as desired.

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Dungeon! Classes

There are only 4 classes in the new Dungeon! Boardgame, but there are SO many more fantasy character tropes. Below are 10 additional classes for Dungeon!, each with its own special rules and victory conditions. Adding these classes allows more characters to be questing at different levels ,and each requires different tactics, which can increase the replay value of Dungeon! As with the original classes, you can’t have more than 2 of the same class in a game of Dungeon!

The bard uses the green dagger (rogue) attack numbers.
If a bard fails to defeat a monster, before the monster gets to make a Monster Strikes Back roll, the bard may attempt to lull the monster to sleep with a song. The bard makes a second attack roll. (This roll gains no bonuses from magic swords or, if they are in use, feats.) If this roll is successful, the monster falls asleep and the bard moves out of the room (back into the bard’s previous space). The monster then does not make a Monster Strikes Back check.
The black pudding, gelatinous cube, and green slime are immune to this
The bard needs 10,000 gp of treasure to win, and is safest on levels 1-3.

The barbarian uses the better of the blue mace (priest) or green dagger (rogue) attack numbers. If the barbarian fails to defeats a monster, he goes into Rage, and gains a +4 bonus to attack rolls on his next turn.
The barbarian needs 20,000 gp of treasure to win, and is safest on levels 2-4.

Death Knight
The death knight uses the purple sword (fighter) attack numbers. If a death knight kills a monster in a chamber, it receives treasure equal to the level of the monster x500 gp. (No treasure card is drawn for this, just note it on an index card.) The death knight never loses a turn as a result of a Monster Strikes Back roll.
The death knight needs 30,000 gp of treasure to win, and is safest on levels 3-5.

The druid uses the blue mace (priest) attack numbers. The druid has an animal companion. When the druid’s animal companion is healthy the druid attacks with the purple sword (fighter) attack numbers. If the druid takes any effect from a Monster Strikes Back roll, his animal companion is injured (but the druid suffers no other effect). When the druid’s animal companion is injured the druid uses his own blue mace attack numbers and suffers normal effects from Monster Strikes Back checks. The druid must spend a full round in the Great Hall to heal his animal companion.
The druid needs 30,000 gp of treasure to win, and is safest on levels 4-6.

The monk uses the green dagger (rogue) attack numbers. The monk has a move of 6 (rather than the normal 5) (and, if feats are in use, a move of 7 if it takes the Fleet feat). If a monk is the first character to attack a monster, he may use Flurry of Blows, and make a second attack roll if his first attack roll fails. (A monk may not use this ability the second time he attacks a monster, even if no one else has attacked it).
The monk needs 20,000 gp of treasure to win, and is safest on levels 2-4.

The ninja uses the green dagger (rogue) attack numbers. The ninja gains a +2 bonus to attack rolls against monsters that were revealed before the ninja’s current turn. A ninja may attempt to sneak past chambers without encountering any monster. Roll 1d6. On a 1-4, the ninja sneaks past. On a 5-6, the ninja must face monsters in the chamber normally. This decision is made before the ninja enters the chamber.
The ninja needs 20,000 gp of treasure to win, and is safest on levels 2-4.

The peasant uses the worst attack number on any monster card. The peasant never rolls to see if a magic sword is +2.
The peasant needs 5,000 gp of treasure to win, and is safest on levels 1-2.

The ranger uses the better of the blue mace (priest) or green dagger (rogue) attack numbers.  The ranger may make a Ranged Attack 1d6+6 times during the game. On a ranged attack if the ranger fails to defeat the monster the monster cannot make a Monster Strikes Back check, as the ranger is too far away. Ranged attacks do not gain bonuses from magic swords. A ranger must declare an attack is a ranged attack before rolling it. A ranger may restore his arrows the same way a wizard restores his spells, which allows him to reroll his 1d6+6 to see how many ranged attacks he can now make. (This is the total ranged attacks after he restores, this is not added to any previous remaining ranged attacks.)
The ranger needs 20,000 gp of treasure to win, and is safest on levels 3-5.

The paladin uses the purple sword (fighter) attack numbers. The paladin always gets a +2 bonus from a magic sword, and can Smite Evil (gaining a +1 bonus to attacks against Evil characters, undead, and dragons). The paladin may take feats as a cleric, if feats are in use.
The paladin needs 30,000 gp of treasure to win, and is safest on levels 4-6.

The sorcerer uses the red book (wizard) base attack numbers. The sorcerer selects one spell (fireball, lightning bolt, or teleport) and may cast it 2d6+6 times. The sorcerer may restore spells as a wizard does, and unlike a wizard may use the magic sword.
The sorcerer needs 30,000 gp of treasure to win, and is safest on levels 4-6.

Feats for the Dungeon! Boardgame

For people unfamiliar with the last few versions of the Dungeons & Dragons roleplaying game (and for that matter its stepchild the Pathfinder Roleplaying Game), feats are special abilities players can select to customize and improve their heroes. The Dungeon! boardgame doesn’t have anything like feats in its core rules – but there’s no reason they can’t be added! While there could easily be dozens of feats in the game, I started with a fairly basic set of eight.

Adding Feats

Prior to play, each player may select one of more feats to add to his heroes abilities. Feats are entirely optional, even in a game using feats a player is not required to add feats.  Each feat a character adds increases the amount of treasure that hero needs to escape with by 5,000 gp. Clerics and rogues may select a maximum of 2 feats, while fighters and wizards may select a maximum of 4.

The Feats

Cleric Spells
Only a cleric may take cleric spells. The cleric gets 1d6 spells. (You can use index cards to track a cleric’s spells). The cleric may choose any number of the following spells, up to the limit rolled. Like a wizard’s spells these can be used only once. Unlike a wizard, a cleric cannot replace spells by spending a round in the Great hall.
Cure Wounds: When the cleric is seriously wounded or wounded as a result of a Monster Strikes Back roll, he may use this spell to instead only be stunned (drop 1 treasure card).
Divine Might: The cleric may use the wizard’s attack number to fight a monster. (This is only a good option for one of the monsters that wizards have lower numbers against.)

Die Hard
Only a hero who has Toughness may take Die Hard. The hero beings with 1d6 Die Hard tokens (you can use anything to track these). When the hero suffers a Monster Strikes Back result, he may spend one Die Hard token to force the monster to reroll. The hero is stuck with the second result, even if it is worse.

The hero does not lose a turn when a trap says to lose a turn.

The hero may move up to 6 spaces, instead of the normal 5.

Spell Focus
Select one spell (fireball or lightning bolt if a wizard, divine might if a cleric with the Cleric Spells feat). When fighting a monster with this spell, add 1 to the die roll.

The hero does not drop a treasure if stunned by a Monster Strikes Back roll.

Weapon Focus
If the hero rolls doubles on a die roll to fight a monster, the hero may add +1 to the result. This does not apply to spells.

Weapon Specialization
Only a fighter may take Weapon Specialization, and the fighter must also have taken Weapon Focus. The fighter adds 1 to all die rolls to fight monsters.

Cooperative Dungeon!

The playstyle and rules of the new Dungeon! boardgame are very, very close to the way the original ran when I played it back in the late 1970s. There are some name changes (elves are now rogues, heroes are now clerics, superheroes are now fighters), some new monsters, and some new management details, but in general the play experience is about the same. I’d say this was more a clean-up and updating than a revision, and that’s fine by me. I loved the original, and am enjoying the current version as a quick-and-easy diversion with friends.

However, just because the new Dungeon! isn’t a major revision doesn’t mean you can’t take it farther. While playing the game this week, it struck me that all the elements for making it a cooperative game, where everyone works to win together, are already in place. With just a few extra rules, the existing boardgame can offer an entirely different style of play. Below are more initial rules for Cooperative Dungeon!

Cooperative Dungeon!

In Cooperative Dungeon!, either all the players win, or they all lose. To win, the players must “bank” treasure equal to the combined victory treasure values for all their heroes. (Thus a group of two dwarves and one wizard must bank 50,000 gp to win). The following rules are added to a Cooperative Dungeon! game.

*A hero “banks” treasure by ending a turn in the Great Hall, and placing treasure in a “bank” cup. (Any space where you can keep the treasure that has been banked separate from treasure in play will do.) It doesn’t matter which treasure is banked by which player – all banked treasure counts towards the amount needed for the players to win.

*Banked treasure can no longer be used by players. This makes the decision to bank items like the ESP medallion and magic swords tricky.

*If a hero dies (gets a “12” on a roll of The Monster Strikes Back table), and unused heroes are available, the player begins a new hero in the Great Hall as normal. However, the amount of treasure the group needs to bank to win increases by the value of treasure the new hero would have needed to win in a normal game.

*If a hero dies and there is not an unused hero available (all eight possible heroes have been used or are currently in play) the players lose the game.

*When anyone gets a treasure card, they may decide to keep it or give it to another hero, as long as that hero is not in the Great Hall. This can be useful for moving treasure from lower levels to heroes closer to the Great Hall, or for moving useful treasures like magic swords to heroes who can best use them. A treasure can only be given to another hero when it is first obtained – afterwards it stays with whoever has it until it is banked.

*Any cards that are revealed (such as those uncovered with the ESP medallion or crystal ball) are shown to all players and placed face-up.

I have lots more rules expansion ideas – new heroes, new treasures, new monsters, even feats to customize heroes — and I hope to present those as time goes on, after I see how many people are interested in these.