You have inventory slots equal to your Brawn minus your armour’s armour class (AC). If you rolled the Extra “+2 AC, always” or have gained a bonus to AC through other means, this does not impact your inventory space. Items not worn or carried in the hands take up slots, and are assumed to be stowed in a backpack.
Each slot can hold up to 200 coins and gems, 16 candles, or six torches.
Characters who attempt to carry more items than they have inventory slots available become encumbered. Encumbered characters who find themselves in combat can either move or make an attack, and always go last in initiative.
A character who tries to carry more than 1.5x their normal inventory slots struggles to move. Every turn they remain active requires them to exert 1d3 Brawn.
The standard unit of currency is the silver piece (sp), which may be broken into 10 copper pennies (cp). Fifty silver pieces are worth 1 gold pound (gp).
A Dungeon Game doesn’t contain extensive weapon lists. Weapons and armour are categorised as Small, Medium, or Large, each with different benefits and drawbacks. You may describe your arms and weapons in any way that suits your character.
Small weapons cost 4sp. Medium weapons cost 8sp. Large weapons cost 12sp.
Reloading a medium ranged weapon takes a move action.
Reloading a large ranged weapon takes an entire round.
Characters who miss ranged attacks against targets engaged in melee combat risk striking the other combatants. 2
Unarmoured characters have AC 0.
The dungeon lacks light. You must provide your own.
A candle, torch, or lantern sheds enough light to illuminate a single room. When a player first uses a light source, the GM rolls the indicated dice and makes a note of the result. Lower the number by one after each turn. When the number reaches zero, the light source goes out.
When the light source is threatened by wind or moisture the character in possession of the light can make a saving throw, using the light source’s current number in place of their attributes. If the result of the roll is equal to or higher than the light’s number, the light goes out.
The following list includes the mundane equipment your character may want or need for adventuring. Most items are readily available and may be purchased when resting outside the dungeon in between adventures.
This is not an exhaustive list of items available to players. The GM should feel free to introduce new items from other sources. Similarly, players may request items not listed here. As with all things, err on the side of permissiveness.
Those items that have explicit rules governing their usage are detailed on the pages that follow.
|Block and tackle||5sp||Bucket||5cp|
|Chain (per ft.)||3sp||Canvas (per sq. yard)||1sp|
|Dry rations (per week)||10sp||Glass bottle||10sp|
|Grappling hook||75sp||Holy water (flask)||25sp|
|Ladder, 10 ft.||5sp||Lamp oil (flask)||6cp|
|Magnifying glass||2gp||Map or scroll case||1sp|
|Mirror, small metal||10sp||Pickaxe||20sp|
|Piton||3cp||Pole (10 ft.)||2sp|
|Rope (per 50ft.)||10sp||Salt (per lb.)||1cp|
|Soap (per lb.)||5cp||Spyglass||20gp|
|Tent (sleeps two)||15sp||-||-|
Characters are assumed to start play with a backpack, which provides their base inventory slots. Additional backpacks can be used to increase inventory space, providing extra slots equal to half your Brawn (rounded down). Only one extra backpack can be carried at a time, and it takes up an inventory slot. Characters carrying multiple backpacks have -2 to Agility on initiative rolls.
Can store one item, which can be accessed instantly in combat as though you rolled exactly your Cunning.
Every 10 feet of chain carried uses one inventory slot.