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370 views48 pages

DungeonSworn v0.3

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P B
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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DUNGEONSWORN

A Dungeon Delving Adventure Game

Beta V0.3
J.B.Lopez [email protected]

Copyright © 2022 J.B.Lopez


The text of this supplement is released under a Creative Commons Attribution 4.0
International License
(creativecommons.org/licenses/by/4.0)

This work is based on Ironsworn (found at www.ironswornrpg.com) created by


Shawn Tomkin, and licensed for use under the Creative Commons Attribution 4.0
International License
This work is based on Maze Rats, Created by Ben Milton, and licensed for use under
the Creative Commons Attribution 4.0 International License
This work is based on Freebooters on the Frontier, created by Jason Lutes, and
licensed under the Creative Commons Attribution ShareAlike 3.0 Unported license.

1
THE GAME
PLAYING THE GAME
DungeonSworn is an adventure tabletop roleplaying game (TTRPG). You take on
the role of down-on-their luck adventurers delving the deeps, forging
communities, and slaying monsters in search of gold and glory. The game relies on
the elegant simplicity of the Ironsworn system and merges it with the creativity
and exploration of modern Old School Revival (OSR) games like Maze Rats and the
dungeon delving games of the 1970s.
New to RPGs? To play, you need a group of 2-6 people, paper, pencils, and a set of
dice. One person will be the Oracle, or Game Master, others will embody Player
Characters. You create your character, make some decisions about the world you
inhabit, and set the story in motion. When you encounter something dangerous or
uncertain, your choices and the dice determine the outcome. Moves are the
mechanical tools that help to narrate a DungeonSworn’s life. Moves are always
uncertain. If the narrative is certain, it just happens. Don’t roll. You are frail on
your own at the beginning. Risky Moves Miss, or fail 3 out of 4 attempts, and even
with Epic skill, you Miss 1 out of 5 tries. You must think creatively to Aid Your
Allies, carry the right Gear, and Inscribe powerful Spells to increase your chances.
Coming from OSR? DungeonSworn uses player-facing rolls and levels of success.
The core mechanic uses a single roll of an Action Dice at or below a chosen Stat
(d4-d6-d8-d10-d12-d16-d20) compared to two Challenge Dice resulting in tiered
success (Strong Hit, Weak Hit, and Miss). Gear defines your character and
characters Advance without levels, improving gear, skills and abilities represented
by Asset cards.
Coming from Ironsworn? DungeonSworn modifies the Action Roll, removing +/-
modifiers and exchanging the d6 action dice with a variable dice (d4 to d20)
depending on your Stat score. Gear, Bonds, and Spells are added to the Action
Roll as additional Gear Dice. The number of dice rolled above the Challenge Dice
increases your Hit Count, contributing to your Progress. To end a fight or
complete a journey you roll Progress Dice against variable Rank Dice rather than
a set progress score.

CREDITS
Ironsworn and Starforged by Shawn Tomkin for the core mechanics and oracle-
enhanced play style.
Maze Rats by Ben Milton for the simple core and approach to game mastering.
Freebooters of the Frontier by Jason Lutes.
Hotspring Island by ## for the exploration mechanics.
Heart: the City Beneath by ## for the tag system and character motivation
mechanics.
Into the Odd for the approach to character backgrounds. Mausritter and
2
RULES IN BRIEF
DICE
Nearly everything in DungeonSworn is
represented by dice, increasing in
power by the number of sides, or step.
d4→d6→d8→d10→d12→d16→d20
△→ ⬜ → ◇ → ⟡ → ⬠ → ⟣ →▽
• Stats are represented by Action Dice
(Ad);
• Gear is represented by Gear Dice
(Gd) further differentiatied by Usage
Dice (Ud), Spell Dice (Sd), and Bond
Dice (Bd).
• Challenges from foes, journeys, and
quests are rolled with variable
Challenge Dice (Cd).
• Finally, to overcome a challenge, you
track Progress and roll Progress Dice
(Pd) to try to complete the effort.

MOVES
When you chose to do something in
response to a narrative trigger you
Move by either Acting with the Upper
Hand or Reacting on the Back Foot.
Whether you are acting or reacting
determines the possible results. After
you roll, you either succeed with a
bonus (Strong Hit), succeed with a cost
(Weak Hit), or fail (Miss).
As a result of a Move, you might gain or
lose Momentum. You can exchange
Momentum for your Action Dice after
any roll.

GEAR
When you
-Assets

CHALLENGES
When you
-Progress
3
CREATING A CHARACTER
You are DungeonSworn. Your discoveries, the bonds you keep, and your thirst for
glory will lead to a life of danger, heroism, and sacrifice beyond the wall and into
the wilderness.

1 ROLL STATS. Your Stats are your core qualities, ranging from 3 to 20. You roll
using your Stats when you make any Move, and the results are uncertain.
• Edge: Agility, stealth, and ranged combat ability.
• Iron: Strength, endurance, and close combat ability.
• Wits: Wisdom, knowledge, observation, and magic ability.
• Heart: Courage, will, empathy, charisma, and loyalty.
• Knack: Mastery, deceptiveness, and cunning.
Your Health—your physical condition and stamina—is equal to your Iron and
Edge. Your Spirit—your mental state and morale—is equal to your Heart and
Wits. As you take physical Harm and endure mental Stress, you reduce your Stats
and your ability to act. If a Stat is at 0, you must Suffer a Condition. Knack is your
trained mastery gained from Assets and is rarely damaged.
To start, Roll 3d6 and add the resulting values. Repeat five times to set the maximum for
each Stat. You may swap any two rolls. Alternatively, assign the following standard array
as you choose: 14, 12, 11, 9, and 7.

2 SET ACTION DICE. Each Stat and Resource value aligns with a polyhedral dice,
which is rolled against 2 Challenge Dice. Your group’s Supply starts at a d12.
0-5: d4; 6-7: d6; 8-9: d8; 10-11: d10; 12-15: d12; 16-19: d16*; 20: d20
*A d16 is uncommon but can be simulated with a d8 and another dice rolling odd
(+0) or even (+8).
To start, mark the corresponding Action Dice (Ad) for each Stat by noting the dice Step
(d4, d6, d8, d10, d12, d16, d20) that matches the number at or below the total Stat value
from Step 1.

3water,ROLL FOR INVENTORY SLOTS and SET BONDS. Your inventory stores Gear
and Supply. Supply represents general preparedness, including ammo, food,
and upkeep. Bonds represent your social connections. Bonds are limited by
your Heart Stat.
To start, roll an Action Roll with either +Iron or +Knack. On a Strong Hit you have 8
Backpack slots. On a Weak Hit, you have 7 Backpack slots. On a Miss, you have 6
Backpack slots. The number of Bond Dice you may carry is equal to your Heart Action
Dice Step (eg. Ad4: 1, Ad6: 2, Ad 8: 3, Ad 10: 4, Ad12: 5, Ad16: 6, Ad20: 7).

4 MARK BACKGROUND. Your background represents your profession. It also


determines when you can roll +Knack using past training and gained expertise.
To start, find your background based on your first and second highest Stats. You then
choose between that background and an archetype. For example, if Iron is your highest
Stat followed by Wits, you may choose between Smith (Iron/Wits) or Fighter (Iron/Iron).

4
5ranging
GAIN GEAR. Your background is defined by the things you carry. Gear is
uniquely helpful equipment, bonds, and spells, represented by Gear Dice (Gd)
from d4 to d20. Gear Dice are added to the dice pool of an Action Roll
wherever the Gear might provide a benefit. Gd take up Inventory Slots. You begin
with the Gear listed on your Background which can be Advanced to Assets. You
may also spend the necessary Iron Pieces to buy Gear.
To start, gain the Gear according to your background.

6 SET MOMENTUM. When you make certain moves and score a Hit, you
sometimes add Momentum, indicating you are securing advantages or gaining
new insight. When you Pay the Price, you can lose Momentum representing a delay
or setback. Momentum ranges from 0 to 16. When Momentum is high enough, you
may Burn Momentum to exchange your Action Score for your current Momentum
value.
To start, set Momentum to its Reset Value, which depends on your open inventory slots–+1
Momentum Reset per unused Inventory Slot.

7start,ENVISION YOUR LEGACY. Experience is gained when you gain Glory, make
Discoveries, or build Bonds, all measured by progress in your Legacy Tracks. To
you may mark 6 Progress (P) across your three Legacy Tracks, Glory, Bonds,
or Discoveries. Envision how the marks represent your background, past
adventures, and motivation for delving dungeons. You can store the P or use the
marked P to Advance:
• Buy Gear (per Gear cost)
• Flip Gear to gain a new Asset (4 P), mark it as a Knack.
• Upgrade an Asset (2 P).
• Increase a Stat by 1 (6 P).

8 GAIN ASSETS. When you meet the milestone on Gear and spend 4 Legacy
Progress (P) to flip a piece of Gear, you gain an Asset. Assets include a Path,
Companion, Arcanum, or Heritage that has come to define your background or
purpose. When you gain an Asset, mark it as a Knack on your character sheet. You
may choose to Roll +Knack instead of another Stat when you make a move related
to your Background or Assets.

9 GIVE YOUR CHARACTER LIFE. Choose a name, mental Traits, physical


Appearance, and a Heritage. Mark existing Bonds with people or communities.
Then envision the ultimate Glory, Bond, or Discovery you seek. This is the quest
that made you become DungeonSworn. Finally, envision an inciting incident and
delve the dungeon.

5
BACKGROUND Reference first highest Stat (row →) and second Stat (column ↓)
OR select the archetype according to your first Stat (Ranger,
Warrior, etc). Take the noted Gear.
EDGE IRON WITS
Ranger Fencer Tinker
• longbow Gd8 • rapier 2Gd6 • spell (Mend PL2)
Harm (long), 2h, pierce, precise Harm (close), Parry, precise • eye piece Gd8
• faithful hound Bd8 • leather armor Gd8 Investigate, light
Edge

Follow, Lope, Sniff Armor, worn • artificer tools Ud10


• lembas bread Ud10 • trophies Ud10 Craft
Make Camp, Sojourn, light Boast, Challenge

Laborer Fighter Smith


• pickaxe (battleaxe) • a great-weapon Gd10 • spell (Heat Metal PL1)
Harm (close), messy, precise Harm, 2h, heavy, rare, per weapon • leather smock Gd8
• leather armor Gd8 • chain armor 2Gd6 Armor, worn
Iron

Armor, worn Armor, heavy • smith tools Ud10


• wineskin Ud10 • sharpening stone Ud10 Craft
Hearten H

Warden Artisan Hedgemage


• spell (Find Creature PL2) • spell (Animate PL3) • spell
• shillelagh Gd8 • hammer and chisel 2Gd6 • spell
Harm (close), Focus, force, rare Harm (close), throw, precise • spell book
Wits

• herbalist tools Ud12 • jeweler tools Ud10 Focus, carry (4), priceless, rare
Grow, Sew, Cache, light Craft • scribe tools
Inscribe, fine, light, rare

Troubadour Peddler Deacon


• masterwork lyre Gd8 • pack mule Bd6 • spell
Hearten, masterwork Journey, carry (8) • holy symbol
• fine sling Gd4 • mace Gd6 • favor
Heart

Harm (short), fine, light, precise Harm (close), force


• books Ud10 • trade goods Ud16
Investigate Barter, Compel, heavy

Pickpocket Sellsword Cutthroat


• crossbow • chain armor 2Gd6 • spell (disguise)
H Armor, heavy H
• dagger • tower shield Gd10 • fine pair of daggers 2Gd6
Knack

H Block, heavy, rare H


• knickknacks • contracts Ud10 • poisons Ud10
H M H

6
HEART KNACK
Tumbler Hunter
• short spear Gd6 • shortbow Gd6
Harm (reach), force, precise, throw Harm (short), 2h, light, precise
• rope (50’) Gd4 • long spear Gd8
Edge

Climb, Capture, light Harm (reach), 2h force, heavy


• climbing gear Ud10 • traps Ud10
Climb, Capture, Sneak Resupply, Hunt

Sergeant Gravedigger
• a medium weapon Gd8 • shovel (club) Gd6
Harm (close), per weapon Harm (close), force
• heater shield Gd8 • fragile plate armor 2Gd8
Iron

Block Armor, fragile, heavy, rare


• tattered banner Ud10 • corpse dust Ud12
Rally, Intimidate Fertilize, light

Healer Apothecary
• spell • spell
• holy symbol Gd8 • wand Gd10
Focus, rare Focus, light, rare
Wits

• healer tools Ud10 • alchemist tools Ud12


Heal, Sojourn Resupply, Make Camp, light

Noble Barkeep
• guard • masterwork dagger Gd8
• patent of nobility •
• tax rolls • cookware
Heart

Soothsayer Burglar
• spell (disguise) • crowbar
H • climbing gear
• long staff • thief tools
Knack

H Sneak, Open
• deck of cards
H

7
GEAR DICE
LIGHT GD P HARM TAGS
Dagger Gd6 c close light, precise, throw
Handaxe Gd6 c close light, throw
Mace Gd6 c close force, light
Short Spear Gd6 c reach throw

PRECISE GD P HARM TAGS


Scimitar/Rapier 2Gd6 s close Parry, precise
Tomahawk 2Gd6 s close messy, throw, precise
Flail 2Gd6 s close force, precise
Quarterstaff 2Gd6 c close Parry, force, precise

MEDIUM GD P HARM
Shortsword Gd8 s close Parry
Battleaxe Gd8 s close messy
Warhammer Gd8 s close force, pierce
Spear Gd8 s reach 2h, force, heavy

GREAT GD P HARM TAGS


Greatsword Gd10 g reach Parry, 2h, heavy, rare
Greataxe Gd10 g close 2h, heavy, messy, rare
Great Hammer Gd10 g close 2h, force, heavy, pierce, rare
Pike Gd10 g reach 2h, force, heavy

RANGED GD P HARM TAGS


Sling Gd4 – short light, precise
Short Bow Gd6 c short 2h, light, precise
Longbow Gd8 s long 2h, awkward, pierce, precise
Crossbow Gd10 g long 2h, heavy, pierce, precise, rare, reload

OTHER GD P HARM TAGS


Dull weapons Gd4 – short e.g.: Knife, Hatchet, Club, etc.
Longsword 2Gd8 g close Parry, 1h/2h, heavy
Halberd Gd12 p reach 2h, force, heavy, pierce, rare

SHIELDS GD P TAGS
Buckler Gd6 c Parry, light
Heater Shield Gd8 s Block
Tower Shield Gd10 g Block, heavy, rare

FOCII GD P TAGS
Spell Component Ud* c* Focus, light, *1s per Ud step
Shillelagh Gd6 s Harm (close), Focus, force, rare
Holy Symbol Gd8 g Focus, light, rare
Wand Gd10 p Focus, rare
Spell Book Gd12 ★ Focus, carry (4 spells), priceless, rare
8
GEAR TAGS
Gear is uniquely helpful equipment. General equipment like food, torches, and mundane
items are part of your Supply. You begin with the Gear listed as part of character creation.
You may also find, search your Supply, and barter for new Gear. Gear costs 1 Legacy
Progress (P) per Gear Dice (GD) Step above GD4. Generally, you can sell Gear at half price
(round down) or Barter to trade at full price.
GEAR DICE (GD) FORM TAGS
• Gd# Gear Dice step, Damaged on a 1. • 2h two-hands required to wield in combat
• Bd# Bond Dice step, hired help or sworn • carry# increases inventory slots by the #
companions. No inventory cost. Risk desertion • damaged (Gd#) Gd step reduced, needs repair
when Damaged on a 1. • heavy takes two inventory slots, awkward
• Sd# Spell Dice step, triggers a unique spell • light takes half an inventory slot
effect when rolled. Light. Damaged on a 2.
Destoryed and dispelled on a 1. • precise can be used with quick aim to Clash
+Edge or an exacting Strike +Edge
• Ud# Usage Dice step, abstract duration and
limited uses. Damaged on a Hit or on a 1. • rare hard to come by, -1Ad when you try to
Barter for one
NARRATIVE TAGS • reload recharge with Secure Advantage or Face
Any verb can be a narrative tag Danger after each use
• Arcana includes a magic effect • throw single attack effective up to short range
• Armor rolled when you take Harm and Pay the • tiny no inventory cost, within reason
Price +Iron or +Edge, worn • worn can fill a body inventory slot
• Block stop a blow, rolled when you Face
Danger +Iron EFFECT TAGS
• Delve keeps you safe in dungeons and caves • area targets all creatures in a Zone
• Focus rolled when you Cast a Spell, fragile if • awkward difficult to use, -1 Hit Count on a Hit
used to Clash or Strike, Arcana if you also wear armor
• Harm effective at hurting and killing at (range) • burn inflicts Harm on its victim periodically
until extinguished
• Heal helps recover from harm (Iron/Edge)
• fine well-crafted, +1 Hit Count on a Hit
• Journey rolled when Face a Challenge to travel
• force push or stun a foe, exchange -1 HC to
• Numb rolled when you take Stress and Pay the retain the Upper Hand
Price +Heart or +Wits
• fragile ramshackle gear that counts as Usage
• Parry roll when you Face Danger/Clash +Edge, Dice (damaged on a Hit)
may spend Hit Count to reduce Harm (1 each)
• masterwork/faithful double Hit Count on a
PRICE (PROGRESS, P) hit
• dull (–) common gear (Gd4), a coin or two • messy rips and bloodies unarmored things, +1
• [c]lean (●○○○) copper, common weapon Hit Count on a Hit to a target without armor
(Gd6), leather armor , handful of coins, bauble • pierce ignores armor, exchange -2 HC to
• [s]hiny (●●○○) silver, martial weapon (Gd8), remove -1 point of armor
studded armor , purse of coins, fine gem • slow takes a while to take effect
• [g]lorious (●●●○) gold, quality weapon
(Gd10), chain armor, strongbox of coin, fine art RANGE TAGS
• close within a sword’s reach (default)
• [p]recious (●●●●) platinum, rare gear (Gd12),
plate armor, chest of coins, minor arcana • reach out of touch, a few steps away
• priceless (★) arcane weapon (Gd16, Gd20), • short a stone’s throw, down a hallway
arcane armor, horde of coin, major arcana • long a clearing or huge building away
• distant as far as the eye can see

**Tags are guidance! Use Gear whenever it makes sense. If it is the proverbial key to the
figurative door, it just opens. Don’t roll. But, if Gear is used well beyond its obvious
purpose, it is fragile for that use.
9
GEAR DICE
ARMOR GD P TAGS
Helm Gd6 c Armor
Leather Armor Gd8 s Armor
Chain Armor 2Gd6 g Armor, heavy
Plate Armor 2Gd8 p Armor, heavy, rare

CLOTHING GD P TAGS
Common – – worn
Quality Gd6 c Persuade, worn
Exquisite Gd8 s Persuade, Deceive, rare, worn

TOOLS GD P TAGS
Flint and Steel Gd4 – Make Camp, light
Bed Roll Gd6 c Make Camp
Tent Gd8 s Make Camp, heavy
Lantern Gd4 – Delve
Hooded Lantern Gd6 c Delve
Instrument Gd8 s Hearten, Persuade
Pouch/Sack/Bag Ud* ½ c* Search Bags, worn
Climbing Gear Ud* ½ c* Climb, Capture, Stealth, *1c/2Ud
Traps Ud* ½ c* Resupply, Capture, *1c/2Ud
Cookware Ud* ½ c* Make Camp, Hearten, *1c/2Ud
Wineskin Ud* ½ c* Numb, Hearten, *1c/2Ud
Healer Kit Ud* c* Heal, *1c/Ud
Crafter Tools Ud* c* Craft, Repair, light, *1c/Ud
Healing Potion Ud* 2c* Heal, fine, masterwork, rare, *1s/Ud
Thief Tools Ud* 2c* Sneak, Open, light, *1s/Ud
Scribe Tools Ud* 2c* Inscribe, fine, light, rare, *1s/Ud
Books Ud* 2c* Investigate (topic), heavy, *1s/Ud
Trade Goods Ud* 3c* Barter, Compel, heavy, *1g/Ud

BONDS GD P TAGS
Torchbearer Bd4 c Delve, carry (4)
Hound Bd6 s Follow, Lope, Sniff
Shieldbearer Bd8 g Harm (close, force), carry (6), rare

MOUNTS GD P TAGS
Pack Mule Bd6 s Journey, carry (8)
Riding Horse Bd8 g Journey, Strike, carry (6)
Charger Bd10 p Harm (close, messy), Journey, carry (6)

10
SPELL DICE
Gear Dice include Spells. A Spell’s Power Level is the sum of its the total Hit Count
Cost based on Effect, Range, Area, and Duration. The effect column includes both a
Rank Dice Tag and suggested numerical modifier (i.e., a Dangerous Effect costs 2
Power. It can effect a Dangerous foe, or Add +2Ad to a move, or Mark Progress +2
+HC instantly). Spell effects are not limited to numbers. Use your imagination.
HC EFFECT (MOD) RANGE AREA SPELL DICE/
COST DURATION
0 Inconvenient (+0) close Self/Single Instant/Sd4
1 Troublesome (+1) reach 1 Zone Sd6
2 Dangerous (+2) short 2 Zones Sd8
3 Formidable (+3) long 3 Zones Sd10
4 Extreme (+4) distant Region Sd12
5 Weird (+5) world World Sd16
6 Epic (+6) planar Planar Sd20
POWER LEVEL 1 POWER LEVEL 2 POWER LEVEL 3
Calm Emotion [Transmute Decipher. Intuit all written Animate. Give life to a medium
Spirit] Command a single languages and magic. Permanent inanimate object for Sd10
Troublesome foe within close and temporary enchanted (Command, Move).
range to be charmed for Sd4 objects, areas, or creatures
(Command). They regard you as a within 1 Zone begin to glow for Cure Wounds. Heal a single
friend and ally, and will obey a Sd6 (Search). Inscriptions, denizen at close range for +3+HC
single command, so long as it is scrolls, and spellbooks can be Iron and/or Edge.
in their nature and doesn’t lead understood. Dispel/Counterspell. Remove
to harm. Roll the Sd on its own or reverse the effects of a
when you use or change the Find Creature [Divine Nature]
Sense the direction of a single Dangerous spell within reach.
command.
denizen (clearly visualized) or Haste. A single creature in close
Floating Disc [Abjure Metal] the closest of a type of Dangerous range is enchanted to move
Form a circular, concave disc of denizens (i.e. human, goblin, twice as fast for Sd8 (Act). When
magical force that follows the lizard) within short range for Sd4 rolling +Edge, the creature Adds
caster at waist height. Can carry (Search). +1 HC on a Hit, so keeps the
4 for Sd6 (Journey). Upper Hand on a Weak Hit and
Mend. Repair a single break or
Knock Bolt [Conjure Metal] tear in a medium object at close is only on the Back Foot on a
Unlock or lock Troublesome door. range. Can mend larger objects, Miss or when the spell ends.
but add 1 to the Power Level for Magic Missile. Conjure glowing
Light Song [Divine Air] Conjure each increase in size tag.
an arcane light that stretches dart(s) of energy to inflict 1+HC
within 1 Zone and follows you for Rotting Pool [Winnow Water] Harm upon a single target or
Sd4 (Journey) OR a magical Make edible supplies or potable split up to hit multiple foes
blackness that blinds water poisoned, rotten, or within Short range.
Troublesome foes within 1 Zone contaminated within 1 Zone. Silence. A single Zone is
for Sd4 (Secure Advantage, Strike). encapsulated in an area of
Sleep. Cause a single Dangerous
Call Shield. [Conjure Metal] foe to fall into a magical slumber silence, preventing speech and
Create an invisible field of force for Sd4 (Disturb). spells for Sd6 (Noise). It follows
that protects you with Sd6 (Face the target when cast on a
Danger +Edge or +Iron). Telekinesis. Move a small object Formidable or lower foe.
at reach range with your mind for
Tricking Thought [Abjure Sd4 (Shift). Web. Conjure an interwoven
Spirit]. Manifest a minor image tangle of sticky threads in 1 Zone
or sound within reach range that for Sd6 (Entrap).
lasts for an instant.
11
ARCANE ORACLE Roll d6 x d24 [Sorcery] + d8 x d24[Essence] to create an
arcane effect or random spell.
SORCERY
D24 1. ABJURE 2. CONJURE 4. DIVINE 3. ILLUDE 5. TRANSMUTE 6. WINNOW
1 Absorb Aspire Augur Ambush Adapt Blaze
2 Avoid Call Comprehend Bewitch Alter Blight
3 Banish Concoct Contact Cache Bless Chill
4 Bind Craft Detect Camouflage Calm Cleave
5 Conserve Cure Enlighten Charm Clear Collapse
6 Defend Elevate Find Clear Convert Consume
7 Deny Enervate Follow Conceal Curse Corrode
8 Dream Evoke Gift Confuse Enhance Crumble
9 Eclipse Forge Guide Deceive Evaporate Darken
10 Entangle Hatch Herald Draw Freeze Decay
11 Entrap Heal Hunt Enamor Heat Divide
12 Enshroud Incite Identify Engage Invert Drain
13 Float Infest Invest Enthrall Liberate Dwindle
14 Forbid Inspire Locate Entrance Lock Erode
15 Manipulate Invest Mark Evanesce Melt Inflict
16 Obscure Knock Portend Fade Mold Kill
17 Protect Mend Pray Hex Mutate Lessen
18 Resist Quicken Promise Hide Open Immolate
19 Restore Restore Read Hypnotize Reverse Rot
20 Retract Sing See Lure Shape Rust
21 Shield Spawn Sense Mesmerize Shift Slow
22 Suppress Summon Sign Seduce Suggest Terrify
23 Ward Weave Speak Trap Transform Vaporize
24 Withdraw Wish Unravel Trick Wield Weaken

ESSENCE
D24 1. AIR 2. EARTH 3. FIRE 4. METAL 5. NATURE 6. SHADOW 7. SPIRIT 8. WATER
1 Bite Abyss Ash Armor Bark Abyss Aura Balm
2 Bolt Barrier Blood Axe Branch Anguish Birth Cold
3 Breath Cliff Bolt Bolt Carapace Blanket Bridge Drop
4 Clarity Crystal Burn Cage Claw Cover Color Flood
5 Cloud Cycle Chaos Club Creature Dark Creation Flow
6 Echo Darkness Charcoal Copper Cycle Desolation Day Frost
7 Fog Death Courage Dent Disease Eclipse Door Funnel
8 Gale Deep Desert Disk Flower Fog Dream Hail
9 Grace Diamond Doom Edge Fungus Gap Emotion Ice
10 Gust Fissure Ember Forge Growth Gloom Gate Pail
11 Light Gem Fever Gold Hand Grief Glamour Path
12 Lightning Hole Flame Hook Heart Hold Glory Pool
13 Mist Mountain Flash Iron Leg Hollow Insight Ripple
14 Sight Path Fury Mine Mold Murk Life Sail
15 Silence Pebble Hate Nail Person Night Light Sea
16 Song Quake Inferno Ore Plant Opening Master Shiver
17 Spirit Road Magma Rust Root Pit Perception Sleet
18 Thought Rock Passion Shield Seed Shade Pillar Snow
19 Thunder Stone Ray Shock Servant Shroud Power Steam
20 Voice Strength Scorch Silver Shell Sorrow Prism Storm
21 Whisper Tomb Smoke Steel Skin Space Sigil Ocean
22 Wind Tunnel Strike Sword Toxin Veil Song Tempest
23 Wings Void Vengeance Treasure Tree Void Spirit Tide
24 Word Wall Warmth Weight Wood Woe Thought Wave
12
TRAITS Roll d100 3 times. APPEARANCE Roll d20 twice for first Stat and
once for second Stat.
D100VIRTUE D100 VICE D20 EDGE IRON WITS HEART KNACK
1 Ambitious 2 Addict 1 Clear-eyed Big feet Aged Beautiful Blazing eyes
3 Benevolent 4 Aggressive 2 Clear skinned Big shoulders Bald Braided hair Skewed teeth
5 Bold 6 Alcoholic 3 Disheveled Chiseled Big eyebrows Bright eyes Curly hair
7 Brave 8 Antagonistic 4 Fair Grubby Burn scars Cleft chin Deep voice
9 Charitable 10 Arrogant 5 Gray hair Large head Deep voice Dimple Disfigured
11 Chaste 12 Boastful 6 Lanky Long-legged Disfigured Faded clothes Disheveled
13 Cautious 14 Cheater 7 Long hair Missing eye Goatee Freckles Gaunt
15 Compassion 16 Covetous 8 Mature Missing teeth Hooded eyes Gorgeous Hirsute
17 Confident 18 Cowardly 9 Piercing Gaze Notable nose Heavyset Large hands Limp
19 Considerate 20 Cruel 10 Pockmarked Poised Ignoble Melodic voice Long fingers
21 Cooperative 22 Decadent 11 Ragged Pockmarked Long hair Nervous tick Mustache
23 Courteous 24 Deceitful 12 Steely gaze Scarred Mossy Oblong head Notable chin
25 Creative 26 Disloyal 13 Strange mark Smiling Piercing gaze Piercings Raspy voice
27 Curious 28 Doubtful 14 Tanned Steeled Raspy voice Soulful eyes Small hands
29 Daring 30 Egotistical 15 Thin Squint Rosy cheeked Spiritual Smelly
31 Defiant 32 Envious 16 Unkempt Tattoos Skeletal Tall Stubble
33 Dependable 34 Gluttonous 17 Well worn Washed Warty Thin lips Twitchy
35 Determined 36 Greedy 18 Wild-eyed Wild hair Well groomed Thin scar Unsmiling
37 Disciplined 38 Hasty 19 Young Youthful White hair Whimsical Widows peak
39 Enthusiastic 40 Hedonist 20 Roll Heart Roll Knack Roll Iron Roll Wits Roll Edge
41 Fair 42 Impatient
Roll 1d20 for your first Stat,
43
45
Focused
Forgiving
44
46
Inflexible
Irritable
HERITAGE then pick one item from the list.
47 Friendly 48 Lazy D20 EDGE IRON WITS HEART KNACK
49 Frugal 50 Lewd 1-7 Human Human Human Human Human
51 Funny 52 Liar 8-12 Half-Elf Dwarf Elf Halfling Gnome
53 Generous 54 Lustful 13-16 Elf Half-Elf Gnome Dwarf Halfling
55 Gregarious 56 Mad 17-18 Halfling Elf Half-Elf Half-Elf Dwarf
57 Helpful 8 Malicious 19 Dwarf Halfling Dwarf Elf Elf
59 Honest 60 Manipulative 20 Other Other Halfling Other Other
61 Honorable 62 Merciless
63 Hopeful 64 Moody
Human (a memento of your birth sign)
65 Humble 66 Murderous Elf (lembas bread, flute, tome of lore)
67 Idealistic 68 Obsessive
69 Just 70 Petulant Half-Elf (lyre, elven bow, cloak)
71 Kind 72 Prejudiced
Dwarf (pickaxe, rune shield, rifle)
73 Loving 74 Reckless
75 Loyal 76 Resentful Halfling (fine cookware, good earth, leaf pouch)
77 Merciful 78 Rude
79 Orderly 80 Ruthless Gnome (eyepiece, dowsing rod, caged fairy)
81 Patient 82 Self-Pitying Other (orc totem, dragon scale, goblin shield, etc)
82 Persistent 84 Selfish
85 Pious 86 Snobbish
87 Resourceful 88 Stingy
89 Respectful 90 Stubborn
91 Responsible 92 Vain
93 Selfless 94 Vengeful
95 Steadfast 96 Wasteful
97 Tactful 98 Wrathful
99 Tolerant 00 Zealous
13
THE ROLLS
combast against a foe. Roll 1d10
ACTION ROLL Challenge Dice and one variable
When you take any action or reaction, Rank Dice that changes per Foe.
you roll three dice by default. One, the ACTION SCORE. After you roll, The
Action Dice (Ad), represents your highest dice value out of your Action
efforts. The other two, the Challenge Dice and Gear Dice is your Action
Dice (Cd) represents the foe, journey, Score.
or skill challenge ahead of you.
HIT vs. MISS. Compare the Action
DO NOT SUM DICE VALUES! Score to each Challenge Dice
DungeonSworn compares dice values individually (NOT added together) to
and uses very little math. see if you succeed (Hit) or fail (Miss).
Roll one Ad for your Edge, Heart, Iron, • Strong Hit. If the Action Score is
Knack, Wits or Supply. The dice step higher than both Challenge Dice,
(d4, d6, d8, d10, d12, d16, d20) equals you score a Strong Hit, a positive
the number at or below your Stat or result.
Supply value. • Weak Hit. If the Action Score is
Some Assets and Moves give you a higher than one Challenge Dice, but
bonus called an Add where you lower than or equal to the other, you
increase the Ad one or more steps for score a Weak Hit, a positive result
the roll along the dice steps as follows. with a cost.
• Miss. If the Action Score is lower
d4→d6→d8→d10→d12→d16→d20 than or equal to both Challenge
△→ ⬜ → ◇ → ⟡ → ⬠ → ⟣ →▽ Dice, you Miss. You fail and Pay the
Price. A tie is a miss.
Then, roll the chosen Ad along with
two Challenge Dice (Cd). Challenge You can roll your Gear Dice after the
Dice are two individual d10s by default, Action Dice in a desperate attempt to
but one d10 can be shifted up or down improve your result and attempt to
steps when you Face a Challenge and achieve a higher Action Score. However,
travel in a Journey or fight in Combat. the Gear Dice is automatically
Damaged in the attempt.
CHALLENGE DICE.
HIT COUNT. Note your Hit Count, the
• Default Action Roll 2d10: Use this number of Action and Gear Dice that
when there is no opposing are higher than a number of Challenge
challenger. Roll 2d10 Challenge Dice. Without Gear Dice, a Strong Hit
Dice. always has a Hit Count of 2 (the Ad is
• Journey Action Roll 1d10 + Rd: Use higher than 2 Cd), and a Weak Hit
this when you Face a Challenge and always has a Hit Count of 1 (the Ad is
are actively trying to reach a higher than only 1 Cd). Gear can
destination. Roll 1d10 Challenge increase the effect of your hits,
Dice and one variable Rank Dice increasing your Hit Count to Mark
that changes per Terrain. Progress in Combat and on Journeys.
• Combat Action Roll 1d10 + Rd: Use
this when you Face a Challenge in
14
(on any dice), it triggers a unique result
GEAR DICE depending on the spell. A Spell Dice is
Gear, Spells and Bonds in Damaged on a 2. And it is always
DungeonSworn are represented by Dispelled and lost (not reduced a Step)
dice ranging from d4 to d20. Gear Dice when you roll a 1 on the Sd. Spell Dice
have a Tag recommending the narrative are light and can only be “repaired”
situation where it would be useful. when you recast a spell.
When you make a Move where Gear DAMAGED GEAR. Equipment is
might come into play, you roll the Gear Damaged when you Miss and its Gd
Dice (Gd) along with the Action Dice. . rolls a 1 or or as a consequence when
After you roll, the highest single dice you Pay the Price. When damaged,
result out of these is your Action Score. reduce the Gear Dice a number of Steps
Gear also contribute to your Hit Count (e.g. Gd8 to Gd6) by 1 or equal to the
when the Gear Dice result is higher Harm received until repaired. The
than one or both Challenge Dice. chances are lower that you damage
GEAR DICE STEP LIMIT. The Gear Gear of higher quality (1 in 4 for Gd4 vs.
Dice step (e.g. Gd10, Sd12, Bd6, etc.) can 1 in 6 for Gd6). You must Recover
not be higher than the Action Dice you (Tinker) to repair an item. When Gd4
are rolling to make the move, unless it Gear is damaged, it cannot be repaired
is a Usage Dice. If the Gd step is higher and is destroyed.
than the Stat, reduce the Gd step to TAGS. Tags are situational descriptors
match the Ad for that roll (not of the narrative use and effect of Gear.
permanently). When you gain Gd, write it in your
BOND DICE. Non-player characters Inventory and note the Tags. Gear Dice
(NPCs), hirelings, and pets are always have a narrative tag in reference
represented by Bond Dice (Bd). Bd do to when the Gear might apply. This is
not take up inventory space, but you for convenience and is not limited. You
can only hold 1 Bd per step of your may use any Gear in any situation, so
Heart Stat (eg. Ad4: 1, Ad6: 2, Ad 8: 3, Ad long as you Begin and End with the
10: 4, Ad12: 5, Ad16: 6, Ad20: 7). When Fiction. Narrative tags are guidance!
you roll Bd, the step is limited by your Use Gear whenever it makes sense. If
Heart stat, not by the state they are Gear is the proverbial key to the
rolled with. Bd can be “repaired” with figurative door, it just opens. Don’t roll.
Recover (Heal). DESPERATE ATTEMPT. If you resolve
USAGE DICE. Some gear are Usage the Action Roll before rolling Gear
Dice (Ud). Ud are damaged when they Dice, you make a desperate attempt. It
score a Hit and add to the Hit Count. might improve your roll, but the Gear is
The Ud step is NOT limited and can be always fragile in a desperate attempt
higher than the Action Dice step. Ud and damaged as a result. Similarly, if
can be “repaired” with Recover you use Gear well beyond its intended
(Resupply). use, it is fragile. For example, a non-
weapon without a Harm tag is always
SPELL DICE. When you Cast a Spell, if damaged when used to Clash or Strike.
the duration is greater than Instant,
you may inscribe a d4 to d20 Spell Dice INVENTORY. You begin with 6 to 8
(Sd) into your Inventory. Roll the Sd Backpack Slots plus held and worn slots
whenever it is used in the narrative. If taken up by Gear Dice. When you gain a
the Spell enchants another move, add new Gear Dice, note it in an available
the SD to the dice pool as a Gd. On a Hit slot along with the Gd Step and any
15
RANK DICE. When you Face a
CHALLENGES Challenge, give the challenge Rank Dice
Progress is used to measure your pace (Rd). The size of the Rd (d4 to d20)
and determine the outcome of a goal or represents how challenging the denizen
challenge in specific situations. You can or journey is, both in terms of the
either mark Progress with a tally or by Progress it takes to defeat it and the
accumulating tokens. On Journeys, amount of damage it can do to you
progress represents how far you’ve when you must Pay the Price. In
gone towards your destination. For increasing order of difficulty…
Bonds, Progress represents your social
connection with an individual or CHALLENGE RANK HARM/
DIFFICULTY DICE STRESS
community. In Combat, progress
represents your advantage as you Inconvenient Rd4 1
Troublesome Rd6 2
weaken, wound, or demoralize your foe
Dangerous Rd8 3
toward victory. Formidable Rd10 4
You do not roll Action Dice or Gear Extreme Rd12 5
Dice in a Progress Roll. Weird* Rd16 6
Epic Rd20+ 7
PROGRESS TRACK. Incremental *A d16 is uncommon but can be
Moves let you amass advantages. simulated with a d8 and a any second
Whenever you advance toward your dice rolling odd (+0) or even (+8).
goal, mark Progress on the challenge’s
Progress Track. Alternatively, you can STEP DOWN. When you mark Progress
amass tokens representing Progress. An towards a goal and your Progress Track
Epic challenge can have multiple stages is equal to or greater than the
with multiple Progress Tracks. challenge’s Rank Dice, decrease the
Rank Dice Step by 1 as you approach
PROGRESS DICE. When you think you your final goal. For example when you
are ready to meet a challenge, defeat a mark 8 progress on an Rd8 Journey,
foe, or reach your destination, tally decrease the Rank Dice to d6, then d4
your Progress. Roll a Progress Dice (Pd) on your next Progress, then down to 1.
equal to or less than you your Progress.
Then roll the two identical Rank Dice In Combat, when you Mark Progress
and compare. Just like an Action Roll, towards defeating a foe, the step down
is sometimes determined by the
• Strong Hit. If your Progress Dice is Progress Track, representing foes with
greater than both Rank Dice, it’s a low morale or individual foes taken out
Strong Hit. of the fight.
• Weak Hit. If you beat one of the
Rank Dice, it’s a Weak Hit. CLOCKS. Some Challenges have
• Miss. If you fail to beat either, it’s a Clocks. Clocks are tracks with 4 or more
Miss. pips that change a Challenge once full.
When you Miss on an action against a
Lose on a Tie. The Pd must be greater Challenge or time passes while
than a Rd, so a tie counts as a miss. ignoring a challenge, you may Pay the
Even when the Rank Dice is Rd1, you Price and Advance a Clock.
still have a chance to Miss.
PROGRESS TRACK
Pd4 Pd6 Pd8 Pd10 Pd12 Pd16 20
⬤ ⬤ ⬤ ⬤ ⬤ ⬤ ⬤ ⬤ ⬤ ⬤ ⬤ ⬤ ⬤ ⬤ ⬤ ⬤ ⬤ ⬤ ⬤ ⬤
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
16
MOMENTUM
Burn Momentum.
Reset Momentum.

STATS AND DAMAGE


CONDITIONS
• Harm: Winded → Wounded → Dead
• Stress: Bewildered → Shaken → Tormented
• Supply: Weary → Exhausted → Lost

SUPPLY
Supply is an abstract representation of
your preparedness, including food,
water, arrows, equipment, trade goods,
money, and general upkeep.
Supply is represented by a special
Usage Dice (Ud) ranked from d4 to d20.
It is decreased whenever you use it or
when you Pay the Price and Lose
Resources. It is increased when you
Recover to Resupply your provisions.
When Supply falls to 0, you must Suffer
a Condition (Weary → Exhausted →
Lost). If you are playing with others,
you and your allies share a single
Supply, rolling, increasing and losing
Supply as a group.
If you need to know if you have a
specific item or resource that might be
reasonably included in your Supply,
Recover and Craft to Secure
Advantage +Supply to define the item
and mark it in an inventory slot.

YOUR LEGACY
You have three legacy tracks that
represent your drive for riches (Glory),
adventure (Discovery), and community
(Bonds).

17
THE MOVES
SECURE AN ADVANTAGE
When you have the Upper Hand and attempt something risky to press your advantage, envision your
Action. If you act…
• With speed, stealth, or precision: Roll +Edge.
• With strength, aggression, or endurance: Roll +Iron.
• With wisdom, insight, or magic: Roll +Wits.
• With charm, persuasion, or courage: Roll +Heart.
• With expertise, assets, or trickery: Roll +Knack.
• With rationing, resources, or gear: Roll +Supply.
Strong Hit: You succeed and keep the Upper Hand. Take +1 Momentum and choose one…
• Gain: Mark Progress (½ per Hit Count).
• Control: Take the Upper Hand for yourself OR an Ally.
• Help: Add +1Ad to your AND an Ally’s next move.
• Advantage: Take +1 Momentum.
Weak Hit: Your advantage is short lived. Choose one as above; you are on the Back Foot.
Miss: You fail or your assumptions betray you. Pay the Price. You are on the Back Foot.

FACE DANGER
When you are on the Back Foot and attempt to save against an imminent threat, envision your Reaction
and roll. If you react…
• Maneuvering, dodging, ducking into hiding, or parrying: Roll +Edge.
• Blocking or diverting with force, taking the hit, or exchanging blows: Roll +Iron.
• Observing a risk, cleverly bypassing an obstacle, or resisting magical effects: Roll +Wits.
• Remaining stalwart against fear or temptation, or commanding under pressure: Roll +Heart.
• Using past experience, assets, or deception: Roll +Knack.
• Sacrificing gear: Roll +Supply.
Strong Hit: You succeed and gain the Upper Hand. Take +1 Momentum.
Weak Hit: You succeed, but face a troubling cost. You are on the Back Foot and must Pay the Price. If
you Take Damage, it is halved (round up) and reduced by -1 for each additional Hit Count, min 1.
Miss: You fail or the situation worsens. You stay on the Back Foot and Pay the Price.

USE GEAR
When you use your gear, spells, or bonds to help you act, roll a Gear Dice with a relevant narrative tag
along with your Action Dice. Gd cannot be larger than your Ad. If the Gd step is currently higher than
your Ad step, reduce the Gd to match the Ad. When Gd is damaged, reduce the Gd step according to
the challenge’s Rank Dice. Gd is damaged when it rolls a 1 and you Miss. Gear is fragile when you use
it in situations its not intended for (damaged on a Hit or a Miss).

BURN MOMENTUM
When you use your accumulated advantages to snatch success from the jaws of defeat, replace your Action
Score with your current Momentum value to improve your result. Then set your Momentum to your
current reset value (+1 Momentum for every two empty Inventory Slots). You can only Burn
Momentum to replace Action Dice for a Stat (Edge, Iron, Wits, Heart, or Knack), not other dice
(Supply, Gear Dice, Progress Dice, Rank Dice, or Challenge Dice).

18
INVESTIGATE
When you search for clues, ask questions, or do research, Roll +Wits.
Strong Hit: Discover something helpful and specific. The path or
action is made clear. Envision what you learn. Then, take +2
Momentum.
Weak Hit: The information provides new insight, but also
complicates your quest. Envision what you discover. Then, take
+1 Momentum.
Miss: Your inquiry unearths a dire threat or unwelcome truth.
Pay the Price.

PAY THE PRICE


FACE DANGER When you suffer the outcome of a move, choose one…
RD P TP WEAK HIT • Make the most obvious negative outcome happen.
1 HC 2 3+ • Ask the Oracle.
Rd4 1 1 1 1 • Advance a Clock for a Challenge.
• Lose Momentum: delayed or disadvantaged. Reduce your
Rd6 2 1 1 1 Momentum by a number of steps according to the Rank Dice.
Rd8 3 2 1 1 • Lose Resources: lose or sacrifice gear. Reduce your Supply or
damage Gear by a number of Steps according to the Rank Dice.
Rd10 4 2 1 1 Then if you resist, Roll +Knack or +Supply.
Rd12 5 3 2 1 • Suffer Harm: physical injury, fatigue, or illness. Reduce your
Iron or Edge by a number of Steps according to the Rank Dice.
Rd16 6 3 2 1 Then if you resist, Roll +Edge or +Iron. You may add Gear Dice
Rd20 7 4 3 2 with the Armor tag.
• Suffer Stress: mental strain, shock, or despair. Reduce your
Wits or Heart by a number of Steps according to the Rank Dice.
Then if you resist, Roll +Wits or +Heart. You may add Gear
Dice with the Numb tag.
You must Roll to resist if any Stat or Supply can’t be reduced.
Strong Hit: Shake it off or make good use of your resources. Gain
the Upper Hand and choose one…
• Resist Harm (1 per Hit Count).
• Resist Stress (1 per Hit Count).
• Gain Momentum (1 per Hit Count).
Weak Hit: Choose as above, but you are on the Back Foot.
Miss: You fail. Reduce Momentum according to the Rank Dice and
if Momentum is 0, Suffer a Condition.

SUFFER A CONDITION
When you Pay the Price, suffer a Miss, and your Momentum is 0,
fill an Inventory slot with the next available Condition Asset
according to the damage received.
• Harm: Winded → Wounded → Dead
• Stress: Bewildered → Shaken → Tormented
• Supply: Weary → Exhausted → Lost

19
CHALLENGE MOVES
FACE A CHALLENGE
When you Travel on a journey, Connect with a denizen, or face
off against a foe in Combat, create a Progress Track to mark
progress towards your objective. Assign the challenge Rank Dice.
Make moves to Mark Progress. Finally, when you believe your
goal is in reach, Achieve a Goal.

RANK RD JOURNEY CONNECTION COMBAT


Inconvenient Rd4 A day’s travel Hermit, peasant Pests, tiny creatures

Moderate distance Common foes, small


Troublesome Rd6 Villager, soldier
within a region hound sized animals
Within a region or Able fighters, medium
Dangerous Rd8 Merchant, traveler
across rough terrain deadly creatures

Rd10 Few regions or across Champions, large


Formidable Innkeeper, guide
dangerous terrain mighty beasts
Traveling through Mayor, chieftain, priest Foes of overwhelming
Extreme Rd12 multiple regions skill or power, huge

Rd16 Surviving multiple Oddities of bizarre


Weird Noble, bishop, general
disputed regions ability, huge leviathans

Rd20 Across a continent or a Legendary foes of


Epic Sovereign, senator
separate land mythic power, titanic

MARK PROGRESS
When you Secure an Advantage, Forge Ahead, Make a
Connection, Strike, or Clash, and score a Hit, mark a number of
boxes on the Progress Track (typically 1 per Hit Count). If you
add Progress on your Progress Track above the current value of
the Rank Dice, reduce the Rank Dice 1 Step per Progress above the
threshold.

SET A CLOCK
When you Face a Challenge that is dynamic and changing, mark a
clock with 4, 6, 8, 10, 12 or more empty segments that represent
the amount of time it takes for the change to take effect. Clocks
can represent the passage of time, an advancing threat, or the
changing battlefield.

ADVANCE A CLOCK
When you face a changing situation, the passage of time, or an
imminent threat, mark an empty segment on an active clock. If the
clock is full, the change takes effect, you complete a project, the
threat triggers, or a deadline passes.

20
ACHIEVE A GOAL
When you take decisive action to accomplish your objective, roll your
Progress Dice equal to or lower than your Progress Track
against two Rank Dice.
If you are on the Back Foot when you take this decisive action, a
Strong Hit becomes a Weak Hit, and a Weak Hit becomes a
Miss.
RD LEGACY DISCOVERY BOND GLORY
New pathway, Fancy bauble, crude art,
Rd6 +1 Help a friend
undiscovered pass basic trophy
Mystical grove, Find a Simple gem, difficult
Rd8 +2 magical terrain partnership ingredients, rare trophy
Secluded community, Create a Fine art, magic trinket,
Rd10 +3 secret society company refined ingredients
Magic portal, Elect a local Rare weapon, minor
Rd12 +4 conspiracy unveiled leader arcana, new spell
Hidden kingdom, Establish a Major arcana, magic
Rd16 +5 underdark expanse noble legacy gear, treasure horde
Plane of existence or Seat a Priceless treasure, crown,
Rd20 +6 new continent sovereign symbol of authority

Strong Hit: You prevail. Take +2 Momentum. You reach your


destination, defeat a foe, or forge a lasting bond. Mark Progress (1
to 6) on one of your Legacy Tracks according to the Discovery,
Bond, or Glory you have gained per the table below. You may
Mark Progress up to the challenge’s initial Rank Dice.
Weak Hit: You accomplish your quest, but not without cost. You
face an unforeseen hazard or complication. Mark Progress on a
Legacy Track as above, but gain one fewer Progress. If the
Challenge continues, you are on the Back Foot.
Miss: You have gone hopelessly astray, your objective is lost to
you, or you were misled. Pay the Price. If you continue to face the
challenge, raise the Rank Dice by one Step.

ADVANCE
When you mark progress on a Legacy Track, envision how your
quest has influenced your skills and abilities (refer to the prompts
on your Gear if unsure). Then, you may clear an amount of
unused Legacy Progress (P) to…
• Flip Gear to gain a new Asset (4 P),
• Upgrade an Asset and mark a new ability (2 P), or
• Increase a Stat by 1, max 20 (6 P).

21
TRAVEL MOVES
FORGE AHEAD
When you Journey overland or Delve a site, determine your
approach. If you are Weary or Exhausted, suffer -1AD…
• Fast: Move at speed or compel the party to quick march: Roll
+Edge or +Heart.
• Slow: Endure hazardous terrain or use the environment to
your advantage: Roll +Iron or +Knack.
• Methodical: Stay vigilant: Roll +Wits.
• Guided: Navigate along a known route: Roll +Supply.
Hit: Reach a new location. Envision a Waypoint or Feature (Check
the Safety, Theme, Terrain, or Domain Card). Then, refer to the
table below.
FAST SLOW METHODICAL GUIDED
Strong Hit Mark Progress (1 Mark Progress (½ Mark Progress (½Make good use of
per Hit Count). per Hit Count). per Hit Count) supplies and reach
and Make a your destination.
Discovery. Suffer -Supply (1
per Rank Dice
step).
Match! Make a Discovery. Make a Discovery Mark +1 Progress Use no supplies.
Weak Hit Mark Progress (1 Mark Progress (1). Mark Progress (1) Reach your goal
per Hit Count). Reveal a Danger or Make a along a hard road.
Reveal a Danger with a chance to Discovery. Reveal a Suffer -Supply and
and Pay the Price. avoid it. Danger with a -Momentum (1 per
chance to avoid it. Rank Dice step).
Miss Reveal a Danger and Pay the Price.

MAKE A DISCOVERY REVEAL A DANGER


When you encounter a helpful situation or feature When you encounter a risky situation within a site,
within a site, envision the boon or roll 1d100 on envision the danger or roll 1d100 on the following
the following table… table…
D100 RESULT D100 RESULT
1-20 Check the Safety / Theme card 1-30 Check the Safety / Theme card
21-45 Check the Terrain / Domain card 31-45 Check the Terrain / Domain card
46-57 You locate a secret or secluded area You find signs of an imminent threat or
46-57 hostile denizen
A clue offers insight, direction, or hints
58-68 of a potential threat 58-68 You encounter a hostile denizen
69-78 You get the drop on a denizen You face an environmental or
69-76 architectural hazard
You get an opportunity to scavenge,
79-86 forage, or hunt 77-79 You confront a harrowing situation
87-90 You locate interesting or helpful gear You face the consequences of an earlier
80-82 choice or approach
You encounter a denizen who needs
91-94 help or will help you 83-85 The path is blocked or trapped
Hint of a hidden treasure cache or 86-88 A resource is diminished, broken, lost
95-98 wondrous gear
89-91 You face a perplexing mystery or choice
99-00 You find a wondrous treasure 92-94 You lose your way or are delayed
95-00 Roll twice. Both occur.

22
MAKE CAMP
When you rest and recover for several hours in the wild, Roll +Supply.
If you rest and recover in safety or in a community, see Sojourn.
Strong Hit: You and your allies can each apply the Hit Count to a
single Recover option. Weak Hit: As above, but suffer -1 Supply.
Miss: You take no comfort or a danger interrupts rest. Pay the
Price.

RECOVER
When you find a moment of peace to provide care, receive healing,
socialize, or restore your equipment, envision your approach and
roll.
Strong Hit: Note your Hit Count and refer to your approach
below. Weak Hit: As above, but suffer -1 Supply. If you Face
Danger you must also Pay the Price. Miss: Pay the Price.

HEAL
• Provide healing: Secure Advantage +Wits.
• Receive healing from an NPC: Face Danger +Iron + their Bd.
• Heal yourself: Face Danger +Wits or +Iron, whichever is lower.
Then, recover Iron or Edge (1 per Hit Count).

HEARTEN
• Socialize: Secure Advantage +Heart.
• Rationalize: Face Danger +Wits.
Then, recover Heart or Wits (1 per HC) for yourself or an ally.

RESUPPLY
• Hunt, forage, or scavenge: Secure Advantage +Wits.
• Barter: Secure Advantage +Heart.
• Steal or swindle: Face Danger +Knack.
Then, recover Supply (1 per Hit Count).

CRAFT
• Craft, repair, or hone Gear: Secure Advantage +Knack.
• Check supply for a specific item: Secure Advantage +Supply.
Then, spend 1 Supply to restore or craft 1 Step of Gear Dice (once
per Hit Count).

PLAN
• Make careful preparations, Secure Advantage +Stat.
Then, you may Add +1Ad to a number of future rolls that uses the
same Stat (once per Hit Count).

REACH YOUR DESTINATION


When your travel comes to an end, note any significant discoveries
you made along the way and Achieve a Goal to finish your
journey. Discoveries determine the amount you may Mark
Progress on your Legacy Tracks.

23
SOCIAL MOVES
SOJOURN
When you spend time recovering in a community or place of safety,
Roll +Heart. If you have a Bond with leaders of the
community, add the Rank Dice of the Bond as a Bond Dice.
You may multiply the Hit Count by days spent Sojourning.
Strong Hit: You and your allies can each apply the Hit Count to
two Recover options. An individual move can be taken more
than once. Weak Hit: As above, but suffer -1 Momentum.
Miss: Choose one:
• The community needs your help, or makes a costly demand
in exchange for safe harbor. Envision what they ask of you. If
you do it, or Face a Challenge to see it done, resolve this
move as a Strong Hit(HC 2).
• You find no relief, and the situation grows worse every day
you spent. Pay the Price.

BARTER
When you make an offer on a specific helpful item or resource, Roll
+Heart. Take -1Ad if the item is rare. +1Ad if you are in a well-
stocked location. You must either trade with the Price of your
current Gear or the unused Progress in your Legacy Tracks
(Discoveries, Bonds, or Treasures).
Strong Hit: you may gain +1 Gear Dice at the cost of 1
Progress/Price (P) per Gd Step (Gd4: –; Gd6: ●○○○; Gd8:
●●○○; Gd10: ●●●○; Gd12: ●●●●). Priceless Gear (★) cannot be
bartered for.
Weak Hit: As above, but you must Pay the Price and they ask
something of you in return, or they demand +1 P.
Miss: Pay the Price. They refuse or demand an immense price.

SHARE TALE
When you share a tale of a strange place, person or treasure,
envision what it is or Ask the Oracle. If it is…
• In town or the immediate area (-1Ad); a Dangerous or greater
journey away (Rd8+: -1Ad); an Extreme or greater journey
(Rd12+: 0AD); afterlife or another plane of existence (+1Ad).
• A nation or city (-1Ad); a town or strange site (+0Ad); or a
monster, person, or treasure (+1Ad).
Then, tell what you have:
• Learned: Roll +Wits.
• Heard: Roll +Heart.
• Seen: Roll +Knack.
Strong Hit: Your story is credible. Mark it on the map.
Weak Hit: Your story is doubtful. Allies can embellish the site
or Share a Tale about it.
Miss: No one believes you. Choose two.
24
• Face a Challenge to prove it and change this to a Weak Hit.
• There’s something, but it is worse than you imagined. Ask
the Oracle if unsure and Pay the Price if you ever go there.
• Their laughter stings, Pay the Price (half).

BOND TAGS
MAKE A CONNECTION
When you search out a new relationship or nurture an existing
Bonds have tags that reflect their role relationship, envision their Bond Tags and Roll +Heart,
and the narrative situations in which modified by your approach. If you…
they might help you: • Share an experience such as swear a vow to undertake a
perilous quest in their service, share a profound moment, or
D100 ROLE D100 ROLE overcome a test of your relationship, add +1Ad per event.
1-2 Adventurer 51-52 Merchant • Complete a quest to their benefit, add the Rank Dice of the
3-4 Agent 53-54 Miner most significant discovery or treasure as a Gear Dice.
5-6 Artisan 55-56 Mystic • Give them something of worth, add a Gear Dice for the item.
7-8 Assassin 57-58 Outcast • Stand with them against hardship, add the Rank Dice of the
Bounty 59-60 Pilgrim threat as a Gear Dice.
9-10
Hunter Strong Hit: Mark Progress (1 per Hit Count) on the Progress
11-12 Captain 61-62 Pirate Track towards Forge a Bond. Then, choose one.
13-14 Construct 63-64 Priest
• Seek their help. Create a Usage Dice equal to or lower than
15-16 Courier 65-66 Prophet
your current Progress with this Bond. When you leverage
17-18 Criminal 67-68 Raider your connection’s help in narrative situations related to their
19-20 Cultist 69-70 Researcher Bond Tag, add the Usage Dice. It does not occupy an
21-22 Diplomat 71-72
Inventory Slot.
Sailor
• Expand their influence. Add a new Bond Tag to this Bond.
23-24 Entertainer 73-74 Scavenger
25-26 Explorer 75-76 Scholar Weak Hit: As above, but they ask something of you first.
27-28 Farmer 77-78 Scout Miss: They reveal a motivation or background which puts you
29-30 Fisher 79-80 Shipwright at odds. If you recommit to this relationship, raise the
Challenge’s Rank Dice by one step.
31-32 Forester 81-82 Smuggler
33-34 Guard 83-84 Soldier
35-36 Guide 85-86 Tinker
FORGE A BOND
37-38 Healer 87-88 Thief When you Achieve a Goal of securing a Bond with an individual or
community, mark the Rank Dice of the Challenge as a Bond Dice
39-40 Historian 89-90 Traveler
within your inventory. Note any narrative tags where this Bond
41-42 Hunter 91-92 Vagrant might come into play. When you face those situations, you may
43-44 Laborer 93-95 Oracle also include your Bond Dice as a Gear Dice as normal. Some
45-46 Lawkeeper 96-00 Roll twice
Bonds may rise to the level of Companion Assets.
47-48 Leader
49-50 Mercenary

25
COMBAT MOVES
Combat begins when you Face a Challenge to set the foe’s When you have the Upper Hand,
Rank Dice. Then, you must first Face Danger to defend or you are proactive.
Secure an Advantage to attack. The result determines whether • Strike or Cast a Spell to attack
you have the Upper Hand or are on the Back Foot. This reflects and mark Progress.
who is in control. • Secure an Advantage to outwit,
maneuver, or help an ally.
STRIKE • Face Danger to overcome an
obstacle or escape.
When you have the Upper Hand and attack with strength or grit,
Roll +Iron; with precision, Roll +Edge. Include Gear Dice with • Achieve a Goal to finish the fight
the Harm tag. against this foe.

Strong Hit: Mark Progress (1 + 1 per Hit Count). Retain the When you are on the Back Foot,
Upper Hand. you are forced to react.
• Clash to fight back and mark
Weak Hit: Mark Progress (1 per Hit Count), but your Progress.
advantage is short lived. You are on the Back Foot. • Face Danger to focus on defense
Miss: Pay the Price (Take Damage). The fight turns against and resist damage.
you. You are on the Back Foot. • Face Danger +Heart to surrender
or +Knack to deceive.
• Achieve a Goal to make a
CLASH desperate attempt at victory.
When you are on the Back Foot and you trade blows in close
quarters, Roll +Iron; trade volleys at range or with precision, Roll
+Edge. Include Gear Dice with the Harm tag.
Strong Hit: Mark Progress (1 per Hit Count). You take the
Upper Hand.
Weak Hit: As above, but you are dealt a counter-blow. Pay the
Price (Take Damage). You stay on the Back Foot.
Miss: Your foe dominates this exchange. You are on the Back
Foot. Pay the Price (Take Damage). TAKE FACE DANGER
RD WEAK HIT
DAM
HC 1 2 3+
TAKE DAMAGE Rd4 1 1 1 1
When you Pay the Price in combat, make the most obvious Rd6 2 1 1 1
negative result happen. Usually, you take Harm damaging Iron
or Edge, take Stress damaging Wits or Heart, or lose Rd8 3 2 1 1
Resources. As a result, you reduce the Stat’s Action Dice or Rd10 4 2 1 1
Gear Dice by Steps according to the Rank Dice. The damage is
reduced by half when you Face Danger and score a Weak Hit. Rd12 5 3 2 1
If a Stat is at 0 or you choose to resist the damage, roll Pay the
Price and include your armor’s Gear Dice. Rd16 6 3 2 1
Rd20+ 7 4 2 1
END THE FIGHT
When you seize an objective in a fight, envision how you take
decisive action and Achieve a Goal. If you have the Upper
Hand, check the result as normal. If you are on the Back Foot,
count a Strong Hit as a Weak Hit, and a Weak Hit as a Miss.
Treasures, loot, and gear you recover from the fight determine
the amount you may Mark Progress on your Legacy Tracks.

26
MAGIC MOVES
CAST A SPELL
COLD IRON. On a Hit, if you do not When you have the Upper Hand and cast a Spell you previously
carry any metal weapons or armor, Prepared, Roll +Wits.
you may add +2 Hit Count.
Strong Hit: You retain the Upper Hand. If your current Hit
PLACE OF POWER. If your Spell Count meets or exceeds the spell’s Power Level, cast it per the
matches the Essence or Sorcery tags spell’s prepared effect tags. Otherwise, choose one:
of a location, add +2 Hit Count per • Burn: If your current Hit Count is half or more of the spell’s
match. Power Level, you may erase the spell and cast as normal.
You must Inscribe the spell again.
• Fizzle: You may reduce the spell’s effects until the Power
Level equals your Hit Count.
• Focus: You may store your current Hit Count, and try to Cast
a Spell again to reach the desired Power Level.
Weak Hit: As above, but you must Pay the Price (Take Stress)
equal to the difference between your Hit Count and the spell’s
Power Level. You are on the Back Foot.
Miss: You fail or cannot control the spell. Pay the Price. On a
Match, Overcast. You are on the Back Foot.

PREPARE A SPELL
CONCENTRATION. A spell When you take a moment to rest and prepare a spell for casting, you
with duration longer than may underline previously Inscribed words from Sorcery and
Instant is represented by Spell Essence. Combine the two words to form a new spell. Note each
Dice (Sd) (light) and must be prepared spell in your inventory as gear with the light tag.
carried in your Inventory
until it rolls a 1 or is dispelled. POWER LEVEL. Then, set the spell’s Power Level, the sum of
its Hit Count cost based on Effect, Duration, Range, and Target:
EFFECTS. The effect column
includes both an Effect Tag HC EFFECT (MOD) RANGE AREA DURATION
and suggested numerical COST SD
modifier (i.e., a Dangerous 0 Parlor Trick (+0) close Self/Single Instant/Sd4
Effect costs 2 HC and might
be used to Add +2Ad to a 1 Troublesome (+1) reach Two-Three Sd6
move, or +2 Hit Count on a 2 Dangerous (+2) short 1 Zone Sd8
Hit). Spell effects are not
limited to numerical 3 Formidable (+3) long 2 Zones Sd10
modifiers. Use your 4 Extreme (+4) distant Region Sd12
imagination.
5 Weird (+5) world World Sd16
6 Epic (+6) planar Planar Sd20

27
INSCRIBE A SPELL
When you undertake research or reflection to discover a new Spell,
Roll +Wits. If you made a discovery or are in a place of power SORCERY ESSENCE
with Sorcery and Essence tags, you may Inscribe those tags as if
○Abjure ○Air
you rolled a Strong Hit with a match.
○Conjure ○Earth
Strong Hit: On a Match, you may gain a new Sorcery or
Essence card, otherwise you must choose from your current ○Divine ○Fire
Sorcery and Essence cards, if you have them. Give the spell a ○Illude ○Metal
name by marking a verb from Sorcery and a noun from Essence.
○Transmute ○Nature
Weak Hit: As above, but you have limited choices. Roll 1d8 to
randomly determine the row on the Sorcery card and 1d8 for ○Winnow ○Shadow
Essence. Choose one from the three words in each row. ○Spirit
Miss: On a Match, you fail. Otherwise, roll 1d8 for row and 1d4 ○Water
for column for Sorcery and Essence. On a 4 on the d4, you fail to
inscribe a spell. Pay the Price.
Example: You have previously gained access to the Transmute
Sorcery and Water Essence. You may Inscribe a Spell and on a
Strong Hit, mark one word on the Sorcery card and one on Essence,
in this case “Reverse” and “Tide”. Mark them by filling in their
corresponding bullets. You may now define the effects of “Reverse
Tide” when you Prepare a Spell. You must Prepare a Spell and set
the spell’s effect tags and Power Level in order to cast it.

OVERCAST
When you fail to Cast a Spell, and get a Match on the
Challenge Dice, refer to value of the CD on the table below…
CD Overcast Effect
10+ Incursion! The spell fails. It is destroyed and transforms
into an arcane danger with Rank Dice equal to its intended
Power Level, minimum Rd4.
9 Corruption! The spell fails. It is destroyed and attaches itself
to you. You are wounded by an arcane mutation.
8 Disruption! The spell fails. It is destroyed, and instead
targets someone or something nearby with Damage in
proportion to the spell’s intended Power Level.
7 Warp! The spell works, but reduce the Hit Count by 1. The
spell is destroyed and temporarily warps reality for the
worse.
6 Misfire!The spell works, but effects an unexpected target.
5 Perplexity! The spell works as intended, must face
unexpected mental strain with Face Danger +Wits.
4 Vacuity! The spell works as intended, but you temporarily
lose your connection and cannot cast this spell for a day.
3 Disturbance! The spell works but casting draws unwanted
attention.
2 Mana! The spell works as intended and you regain +1 Wits.
1 Odd? The spell works, but you communed with something
unexpected.

28
29
30
THE ASSETS
Common Benefit one” you may select any one of the three
when you gain the Asset. Assets also list
• +Ad (Move or Narrative Tag) a type of Gear. The Asset may serve as an
• +Hit Count additional Inventory Slot to carry one
• +Momentum piece of Gear of that type.
• Exchange resources (-Momentum, ASSET TYPES. There are four types of
+Hit Count) Assets in DungeonSworn:
• Use a different Stat
• Paths represent your profession,
Strong Common Benefit interests, training, and skills.;
• Multiply Hit Count • Arcana represent magic abilities of
• Make a Miss a Weak Hit mystical power;
• Make a Weak Hit a Strong Hit • Heritages includes the cultural and
• Reroll Dice communal traits you carry from your
ancestors and upbringing;
• New resource track
• Companions are your sworn
Strong Uncommon Benefit protectors, someone you share a
Bond with.
• Explode Dice
• Strong Common benefit with strict
circumstances/one time only
Narrative or Weak Benefit
• Hold Gear cards
• Gain Gear cards
• Make a Move in unusual
circumstances
Assets represent your background, skills,
and traits.
ADVANCE. To gain an Asset,
1. Complete Challenges by making
Discoveries, forging Bonds, and
defeating foes for Glory to Mark
Progress (P) on your Legacy Tracks;
2. Meet the narrative trigger Gear that
you carry;
3. Advance to Clear 4 Progress to flip
the Gear and gain the new Asset.
Each asset card includes three abilities.
Typically, the first one is marked and you
can clear 2 Progress to mark another
ability. If the Asset asks you to “choose
31
ARBALIST
PATH
● Quick Load. You may ignore the
reload tag.
○ Piercing Bolt. Attacks with your
crossbow now ignore all armor and
you may exchange one HC to sunder
a target’s armor by -1.
○ Mechanic. When you repair or craft
simple machines, add +1AD and add
+1HC on a Hit.

GEAR
A crossbow
ARCHER
PATH
TRIGGER
● Take Aim. When you Secure an
When you shoot a bolt through a heavily Advantage +Wits to take careful
armored foe… aim, envision where you intend to
land your shot. Then add +1Ad. On a
Hit, roll your Bow’s Gd and double
any Hit Count to mark Progress
against your foe.
○ Quick Draw. Once per fight, when
you Strike or Clash, you may take
extra shots and suffer -1 Supply. If
you do, reroll any one dice. On a Hit,
add +2 HC.
○ Stalk. When you Resupply by
hunting, add +1Ad, and add +1HC
on a Hit.

GEAR
A bow

TRIGGER
When you make an impossible shot…
ARCHER
PATH
● Take Aim. When you Secure an
Advantage +Wits to take careful
aim, envision where you intend to
land your shot. Then add +1Ad. On a
Hit, roll your Bow’s Gd and double
any Hit Count to mark Progress
against your foe.
○ Quick Draw. Once per fight, when
you Strike or Clash, you may take
extra shots and suffer -1 Supply. If
you do, reroll any one dice. On a Hit,
add +2 HC.
○ Stalk. When you Resupply by
hunting, add +1Ad, and add +1HC
on a Hit.

GEAR
ARCHER A bow
PATH
TRIGGER
● Take Aim. When you Secure an
Advantage +Wits to take careful When you make an impossible shot…
aim, envision where you intend to
land your shot. Then add +1Ad. On a
Hit, roll your Bow’s Gd and double
any Hit Count to mark Progress
against your foe.
○ Quick Draw. Once per fight, when
you Strike or Clash, you may take
extra shots and suffer -1 Supply. If
you do, reroll any one dice. On a Hit,
add +2 HC.
○ Stalk. When you Resupply by
hunting, add +1Ad, and add +1HC
on a Hit.

GEAR
A bow

TRIGGER
When you make an impossible shot…
THE ORACLE
When DungeonSworn

34
ARCANE ORACLES
D100 ELEMENT D100 SPIRIT D100 SHAPE D100 GESTURE
1 Wood 2 Youth 1 Shield 2 Word
3 Wind 4 Wisdom 3 Heart 4 Ward
5 Water 6 Truth 5 Halo 6 Song
7 Treasure 8 Spirit 7 Guide 8 Sigil
9 Sun 10 Soul 9 Crown 10 Sentinel
11 Stars 12 Nature 11 Armor 12 Seal
13 Plant 14 Love 13 Wings 14 Oracle
15 Moon 16 Life 15 Weapon 16 Oath
17 Light 18 Knowledge 17 Wall 18 Guard
19 Lead 20 Justice 19 Tooth 20 Glimmer
21 Iron 22 Hope 21 Tendril 22 Feast
23 Gold 24 Health 23 Sword 24 Charm
25 Ember 26 Harmony 25 Staff 26 Boon
27 Earth 28 Glory 27 Sphere 28 Bond
29 Cosmos 30 Destiny 29 Rune 30 Blessing
31 Steel 32 Balance 31 Pyramid 32 Aura
33 Steam 34 Aether 33 Portal 34 Weave
35 Silver 36 Will 35 Pocket 36 Wave
37 Salt 38 Time 37 Pillar 38 Voice
39 Mist 40 Sound 39 Mouth 40 Tongue
41 Metal 42 Sight 41 Mantle 42 Spray
43 Lightning 44 Plane 43 Horn 44 Spell
45 Fog 46 Perception 45 Helm 46 Sign
47 Fire 48 Might 47 Hand 48 Shaft
49 Dark 50 Lore 49 Hammer 50 Ray
51 Copper 52 History 51 Golem 52 Pattern
53 Cloud 54 Energy 53 Globe 54 Mind
55 Clay 56 Dimension 55 Gate 56 Memory
57 Ooze 8 Void 57 Finger 8 Mark
59 Air 60 Vermin 59 Fang 60 Lock
61 Venom 62 Vanity 61 Face 62 Gaze
63 Storm 64 Terror 63 Eyes 64 Dart
65 Stone 66 Rot 65 Door 66 Cone
67 Soil 68 Revulsion 67 Cup 68 Call
69 Smoke 70 Pain 69 Cube 70 Bolt
71 Shadow 72 Lust 71 Circle 72 Arrow
73 Quicksilver 74 Lies 73 Brain 74 Whisper
75 Poison 76 Hatred 75 Blade 76 Veil
77 Oil 78 Hate 77 Axe 78 Trap
79 Mud 80 Greed 79 Storm 80 Strike
81 Ice 82 Gluttony 81 Spear 82 Servant
82 Heat 84 Fury 82 Noose 84 Scream
85 Dust 86 Force 85 Fist 86 Mesmer
87 Death 88 Fear 87 Demon 88 Guise
89 Brimstone 90 Envy 89 Dagger 90 Fissure
91 Bone 92 Doom 91 Cloak 92 Disturb
93 Blood 94 Despair 93 Claw 94 Curse
95 Blight 96 Deceit 95 Blood 96 Burst
97 Ash 98 Avarice 97 Blob 98 Blast
99 Acid 00 Anger 99 Beast 00 Bane
35
THE TRAVELS
When DungeonSworn Face a Challenge and Journey overland or Delve a Site…

1 Set the Rank Dice…


RANK RD OVERLAND DELVE
Inconvenient Rd4Day's journey away Basement or dell
Troublesome Rd6 Traveling a moderate distance Crypt or tower
within a single region
Rd8 Traveling within a single region, or Village or five
Dangerous across rough terrain room dungeon
Rd10 Traveling from a region to another,
Formidable Warren or keep
or through challenging terrain
Tangled forest or
Extreme Rd12 Traveling through multiple regions small city
Rd16 Traveling through multiple disputed War front or
Weird regions large city
Rd20+ Traveling across a continent, or to a Sprawling cave,
Epic separate land megadungeon

2SafetyFrame the Scene. If they travel


Overland through a region, set
and Terrain. If the PCs Delve to
5 Forge Ahead. When they decide to
move on, the DungeonSworn Forge
Ahead and choose an approach/Stat for
explore a dungeon or site, pick a Theme the next leg of the journey (See below).
and Domain. The mechanics are the
same. Every Move has the potential to
reach a new location and make 6 Mark Progress, Make a Discovery,
Reveal a Danger, and/or Pay the
Price. The DungeonSworn will mark
Progress. Framing is different:
Overland, Progress takes hours to days Progress depending on the Hit Count
and is measured by Waypoints. As you from Forge Ahead. If their luck is good,
Delve, Moves are faster, around the time they may also Make a Discovery. If their
it takes to explore a room, find a luck is not good, they might Reveal a
Feature, or move carefully to a new Danger. If their luck is bad and they
location. Miss, they do not mark Progress and
must Pay the Price.

3a Waypoint
Describe. Narrative describe the
Waypoint or Feature. Roll or choose
for Overland or Feature for 7 Repeat. Repeat Steps 3, 4, 5, 6.
Repeat these steps until the
Delve and describe the scene. DungeonSworn reach the destination or
accomplish their goal.

4 Explore or Interact. DungeonSworn


interact with the scene, making
Moves to Secure an Advantage, Recover, 8 Achieve a Goal. When
DungeonSworn believe they have
etc. They can try to Make a Discovery reached their destination, they resolve
with Secure Advantage +Wits. Face a Challenge. Roll both Rank Dice
and compare them to their Progress.

36
OVERLAND DEVELOPED SAFETY
Overland travel in DungeonSworn is a
hexcrawl with approximately 6 miles
per hex. The Oracle uses Terrain cards Roads and waterways crisscross the land.
and Waypoints to describe the journey.
Challenge: -2Cd Resupply: +1Ad
For a hexcrawl, the journeying party
leave a hex when they Forge Ahead and WAYPOINT TAGS
score a Hit. On a Miss or to Pay the 1-4 Burghal: city, urban center
Price, the party remains in a single hex, 5-8 Burghal: town or crossroads
making slow progress or discovering 9-12 Pastoral: village or hamlet
new waypoints. 13-16 Wild: roadhouse, fort, trade post
The Oracle determines the Rank Dice of 17-20 Wyrd: abandoned lair or ruins
the Journey based on the number of DISCOVERIES
hexes to the destination ranging from a Traveler
1-2
1 hex (Inconvenient) to a 20+ hex 3-4 Merchant wagon
(Epic) Journey. DungeonSworn can 5-6 Bustling industry
travel through 1 hex when they Forge 7-8 Infrastructure marvel
Ahead and score a Hit, marking 9-10 Mysteriously empty hamlet
Progress on the Journey’s Progress 11 Mysterious inn
Track. On a Miss, they are unable to 12 Nature reclaims civilization
leave a hex. 13 Odd village
Terrain impacts one of the two 14 Holy site
Challenge Dice. The second is held 15 Cache of trade goods or treasure
constant at Cd10. Difficult Terrain 16 Kindly monster
(Wetland, Wasteland, Highland) use 17 Wizard tower
higher Challenge Dice per hex. The 18 Intelligent beasts of burden
Safety of the Terrain can also increase 19 Arcane shop
or decrease the Challenge Dice of a 20 Haunted site
single hex (Developed -2Cd, Safe -1Cd,
Unsafe +0Cd, Perilous +1Cd, Disputed DANGERS
+2Cd). Unlike Overland, a Delve uses 1-5 Denizen seeks to use you
two fixed d10 Challenge Dice. 6-10 Denizen questions your purpose
11-12 Your equipment fails you
13-14 Blocked or broken path
SAFETY 15-16 Benign aspect becomes a threat
17-18 Denizen tricks or misleads you
19-20 Migrating denizens under threat
21-22 Out of place denizen runs wild
23-24 Unexpected environmental threat
25-26 Evidence of a distant threat
27-28 Denizen on guard
29-30 Denizen patrol closes in

37
SAFE SAFETY UNSAFE SAFETY

Patrols and outposts protect the land. Frontier and wilderness border the land.
Challenge: -1Cd Resupply: +1Ad Challenge: +0Cd Resupply: +0Ad

WAYPOINT TAGS WAYPOINT TAGS


1-4 Pastoral: town or crossroads 1-4 Pastoral: Village, encampment, hovel
5-8 Pastoral: village or hamlet 5-8 Wild: Fort or trade post
9-12 Wild: camp, fort, trade post 9-12 Desolate: Abandoned lair or ruin
13-16 Desolate: abandoned lair or ruin 13-16 Blighted: dungeon or lair
17-20 Blighted: dungeon, palisade, wall 17-20 Desolate: Impenetrable wilderness
DISCOVERIES DISCOVERIES
1-2 Traveling merchant 1-2 Natural wonder
3-4 Festival 3-4 Empty fort
5-6 Blessed abbey 5-6 Dark path
7-8 Dam or aqueduct 7-8 Unexpected fork in the road
9-10 Amphitheater or coliseum 9-10 Hidden stash
11 Animated object or sculpture 11 Witch/warlock hut
12 Wondrous alehouse 12 Playful trickster
13 Weird town 13 Overturned cart
14 Monstrous protector 14 Fallen sanctuary
15 Magical or technological village 15 Wondrous creature
16 Renowned smithy 16 Magic source
17 Portal, path, or gateway to far away 17 Remote forge or foundry
18 Traveling menagerie 18 Healing terrain
19 Odd transportation 19 Ancient guardians
20 Undercity 20 Protected area

DANGERS DANGERS
1-5 Migrating denizens under threat 1-5 Previously safe area now dangerous
6-10 Out of place denizen runs wild 6-10 Denizen takes a previously safe place
11-12 Unexpected environmental threat 11-12 Denizen follows you from afar
13-14 Evidence of a distant threat 13-14 Disturbing evidence of a victim's fate
15-16 Denizen on guard 15-16 Denizen lairs here
17-18 Denizen patrol closes in 17-18 Unnatural barrier prevents progress
19-20 Previously safe area now dangerous 19-20 Vestiges of a destructive force
21-22 Denizen takes a previously safe place 21-22 Denizen sets an ambush
23-24 Denizen follows you from afar 23-24 Denizen strikes without warning
25-26 Disturbing evidence of a victim's fate 25-26 Denizen leverages the environment
27-28 Denizen lairs here 27-28 Hazardous or predatory terrain
29-30 Unnatural barrier prevents progress 29-30 Denizen guided by a greater threat

38
PERILOUS SAFETY DISPUTED SAFETY

This land contains a dangerous presence. Time or disaster have taken their toll here.
Challenge: +1Cd Resupply: +0Ad Challenge: +2Cd Resupply: -1Ad

WAYPOINT TAGS WAYPOINT TAGS


1-4 Wild: wilderness 1-4 Desolate: path of destruction
5-8 Desolate: impenetrable cliff, thicket 5-8 Desolate: ruin, former town
9-12 Fortified: structure, palisade, wall 9-12 Pastoral: peaceful location
13-16 Blighted: unnaturally scarred terrain 13-16 Desolate: traces of what was lost
17-20 Fortified: castle, dungeon, keep 17-20 Blighted: ill-fated victims
DISCOVERIES DISCOVERIES
1-2 Former enemy Shattered earth reveals new riches
1-2
3-4 Vestiges of nature 3-4 Stranded denizens find new power
5-6 Lost cache 5-6 Path to safety or escape
7-8 Open gateway 7-8 Untouched supplies
9-10 Hidden refuge 9-10 Vantage point
11 Deadly treasure 11 Mercenary camp
12 Powerful and rare fauna 12 Signs of hope or recovery
13 Isolated academy 13 Final refuge
14 Infrastructure marvel 14 Ancient protectors
15 Seductive peril 15 Fallen conqueror
16 Powerful artifact 16 Nature recovering after disaster
17 Mineral riches 17 Battlefield strewn with loot
18 Mysterious art 18 Broken relic
19 Safety at the edge of danger 19 Spirits of conflict
20 Titan corpse 20 Senseless loss reveals a pattern

DANGERS DANGERS
1-5 Vestiges of a destructive force 1-5 Innocents are held in thrall
6-10 Denizen sets an ambush 6-10 Denizen wields unexpected abilities
11-12 Denizen strikes without warning 11-12 Dark conspiracy is revealed
13-14 Denizen leverages the environment 13-14 Denizen seeks retribution
15-16 Hazardous or predatory terrain 15-16 Past dangers return anew
17-18 Denizen guided by a greater threat 17-18 Denizens converge upon you
19-20 Innocents are held in thrall 19-20 Signs of horrible fate
21-22 Denizen wields unexpected abilities 21-22 Denizen funnels you down a path
23-24 Dark conspiracy is revealed 23-24 Denizen ready to sound the alarm
25-26 Denizen seeks retribution 25-26 Unnatural barrier prevents progress
27-28 Past dangers return anew 27-28 Dangerous lair is uncovered
29-30 Denizens converge upon you 29-30 Denizen lures you into a trap

39
40
TERRAIN LOWLAND TERRAIN
If the map or route is undetermined,
the Oracle can use the following tables
to set Terrain. The table is organized to Grass & dark soil (mediterranean, plains,
make the next Terrain plausible given prairie, river basin, savanna, steppe)
climate. First, note (or roll) current
Terrain, then roll 1d10 to find the next Cd6, Cd10 Resupply: +1Ad
type. WAYPOINT TAGS
21-43 Exposed: Open plains
44-56 Traveled: Low, rolling hills
57-64 Lush: Shrubland or copse of trees
65-68 Traveled: Waterway
69-72 Difficult: lake, stream, or wetlands
73-76 Exposed: Escarpment or ridge
77-80 Traveled: trail or cairn
81-84 Transient: grazing land
85-88 Transient: farm, village, camp
89-98 Something unusual or unexpected
99 Transition to unexpected Security
00 Transition to unexpected Terrain

DISCOVERIES
21-23 Wondrous flora
24-26 Airborne enigma
27-29 Free nomads
30-31 Elemental weather
32-33 Giant landscape features
34-35 Unending terrain or sky
36-37 Hidden grotto or canyon
38 Innumerable herd of denizens
39 Vibrant, unnatural colors
40 Whispers of promise on the wind
41 Exotic farmstead
42 Hidden warren of friendly denizens
43 Lonely mountains out of place
44 Village clinging to difficult terrain
45 Towering grass

DANGERS
31-35 Lowland denizen stalks
36-40 Sinkhole, burrow, disorienting sky
41-42 Lowland denizen lairs here
43-44 Extreme weather without shelter
45 Lowland denizen is sighted from afar

41
WOODLAND TERRAIN WETLAND TERRAIN

Forest of trees (deciduous forest, rain Inundated by water (swamp, moor, fen,
forest, boreal, taiga) estuary, bog, glade)
Cd8, Cd10 Resupply: +1Ad Cd10, Cd10 Resupply: +0Ad
WAYPOINT TAGS WAYPOINT TAGS
21-43 Traveled: game trail 21-43 Lush: den, nest, signs of wildlife
44-56 Difficult: dense thicket 44-56 Difficult: stagnant, flooded thicket
57-64 Hidden: glen, dell 57-64 Traveled: narrow path, causeway
65-68 Exposed: clearing 65-68 Exposed: island surrounded by water
69-72 Lush: old growth 69-72 Ancient: submerged structure
73-76 Lush: brambles, den, signs of life 73-76 Hidden: isolated trees, clearing
77-80 Ancient: overgrown structure 77-80 Difficult: deep, murky lake
81-84 Exposed: rocky outcrop 81-84 Lush: tall reeds, mangrove, fish
85-88 Transient: hunting camp, hideout 85-88 Transient: docks or hovels
89-98 Something unusual or unexpected 89-98 Something unusual or unexpected
99 Transition to unexpected Security 99 Transition to unexpected Security
00 Transition to unexpected Terrain 00 Transition to unexpected Terrain

DISCOVERIES DISCOVERIES
21-23 Wondrous or helpful flora 21-23 Medicinal herbs
24-26 Light shifts or times of day changes 24-26 Fuel wood, oil, or peat
27-29 Innumerable gazing eyes 27-29 Mangrove moving fast
30-31 Canopy dwellings 30-31 Valuable flotsam
32-33 Tiny root village 32-33 Submerged relic
34-35 Water behaving in odd ways 34-35 Mystical causeway
36-37 Hidden meadow 36-37 Tall reeds
38 Hermit hut 38 Sailing ship far from sea
39 Wood weird 39 Helpful ooze or water taking shape
40 Ambulating trees 40 Geyser full of riches
41 Plants that react to touch 41 Witch’s hut
42 Rejuvenating spring 42 Magic spring
43 Mushroom ring or giant fungus 43 Will o’ wisp
44 Crystalline earth giving way to green 44 Carapace or stilt hovel
45 Seasons out of place 45 Talking fish or amphibians

DANGERS DANGERS
31-35 Denizen ambushes from above 31-35 Wetland denizen watches and waits
36-40 Woodland denizen lairs here 36-40 Deep water blocks the path
41-42 Trap or snare 41-42 Toxic gas, putrefied water
43-44 Path leads you astray 43-44 Concealing, disorienting mist & fog
45 Dangerous flora 45 Hidden quagmire

42
WASTELAND TERRAIN HIGHLAND TERRAIN

Barren expanse (desert, polar, plateau, High peaks and alpine valleys (hills,
badland, dunes) mountains, passes)
Cd10, Cd10 Resupply: -2Ad Cd12, Cd10 Resupply: +1Ad
WAYPOINT TAGS WAYPOINT TAGS
21-43 Exposed: nothing but the horizon 21-43 Difficult: Rocks, challenging terrain
44-56 Exposed: outcropping, cliff overlook 44-56 Exposed: ridge, scarp, terrace
57-64 Difficult: crags and isolated valleys 57-64 Exposed: overlook, pinnacle, peak
65-68 Hidden: eroded or hidden way 65-68 Traveled: winding mountain path
69-72 Barren: violently shattered terrain 69-72 Hidden: valleys, dells, grottoes
73-76 Ancient: weather revealed structures 73-76 Ancient: road, pass, or bridge
77-80 Traveled: forgotten cairn 77-80 Barren: landslide, downed trees
81-84 Lush: verdant oasis 81-84 Lush: meadow, basin, or alpine lake
85-88 Transient: camp, merchant post 85-88 Transient: camp, traveler refuge
89-98 Something unusual or unexpected 89-98 Something unusual or unexpected
99 Transition to unexpected Security 99 Transition to unexpected Security
00 Transition to unexpected Terrain 00 Transition to unexpected Terrain

DISCOVERIES DISCOVERIES
21-23 Petrified forest 21-23 Giant cairn
24-26 Field of junk and discarded goods 24-26 Hidden passage through the peaks
27-29 Huge tracks 27-29 Bridge over a void
30-31 Grand canyons 30-31 Forgotten ruins
32-33 Tip of submerged structure 32-33 Razor thin ridge made passable
34-35 Mirage becomes real 34-35 Water behaving strangely
36-37 Holy site 36-37 Stockpile of goods
38 River or hidden waterway 38 Endless clouds
39 Magical oasis 39 Terraced dwellings
40 Buried ship 40 Crystalline caverns
41 Floating motes of earth and stone 41 Cliff side nests
42 Meteor crater 42 Animated stones
43 Animated winds or cyclones 43 Volcanic activity
44 Fossilized titanic creature 44 Village clinging to difficult terrain
45 Sinkhole leads a hidden refuge 45 Mine or mineral riches

DANGERS DANGERS
31-35 Endless trekking depletes resources 31-35 Highlander denizen lairs here
36-40 Hint of salvation baits an ambush 36-40 Perilous climb or descent
41-42 Mirage or slippery slope 41-42 Altitude leads to exhaustion
43-44 Extreme hazard is unavoidable 43-44 Avalanche, rock slide, or scree
45 Group of raiding wasteland denizens 45 Foul weather

43
DELVE

44
THE FOES

45
46
THE DENIZENS

47
48

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