EXAMPLE OF PLAY
Brenden and Daddy are exploring the Dungeons of Doom. After choosing their knights, they place them on the first tile. They each begin with just one longsword.
Daddy rolls on the Dungeoneering Die and discovers a door with a room behind it. Brenden rolls the Encounter Die next and discovers a low-level monster. He rolls the Low-Level Monster Die and gets a goblin. Daddy rolls D20 for the goblin and gets a 12. Brenden rolls a D20 for his knight and gets a 14. Daddy rolls a D20 for his knight and gets a 9. Brenden goes first and inflicts D8 damage with his longsword and rolls a 6. The goblin, a low-level monster, rolls a D8 Hit Die and gets a 5. The goblin shouts “I give up” and throws his treasure behind him as he flees.
Brenden rolls the Treasure Die. He rolls armor, picks a helmet for his knight and snaps it on. The knights journey down the hallway until another roll on the Dungeoneering Die discovers a falling rock trap, look out!
Daddy rolls D20 for the trap and gets a 15. Brenden rolls a D20 and gets a 10. Daddy rolls a D20 for his knight and gets a 16. Brenden’s knight automatically loses his helmet and takes damage! Daddy rolls D10 Damage Die and gets a 5. Brenden rolls a D12 Hit Die and gets a 6. Whew! If he had rolled a 4 or lower (ties always resolve in favor of the players) he would have lost armor. Since Brenden’s knight didn’t have any armor a failure would have sent him home!
The knights come to another door. A roll indicates a mid-level monster: a most frightening beast, the Swamptopus! The Swamptopus rolls a D20 to attack and gets a 9. Brenden rolls a 12. Daddy rolls a 5.
Brenden rolls his Attack Die of D8 and gets an 8 – maximum damage! The Swamptopus is a mid-level monster however so it rolls a D10 Defense Dice and gets lucky with a 9. It survives the attack! Now it womps on Daddy’s knight, who takes D10 damage and rolls a 5. Daddy’s knight rolls a 4 on D12 Hit Die. He’s knocked down until the combat ends. Brenden keeps at it. He rolls a 19! The Swamptopus rolls a paltry 5. Brenden rolls D8 and gets a 6. The Swamptopus rolls a 3 on a D10. Defeated, he slinks back into the muck. Brenden gets two rolls on the Treasure Die because the Swamtopus is a mid-level monster. He gets a crossbow and quiver and a gold coin. Pocketing the coin, Brenden’s knight readies the crossbow.
He comes to another room and kicks it open. Inside is a vampire, yikes! The vampire casts a spell instead of attacking and rolls the Spell Die. Cone of cold! But before the vampire can cast a spell Brenden gets a free attack with his crossbow and rolls a natural 20! The crossbow polearms the vampire and inflicts 2D8, so Brenden rolls 5 and 4 for 9 points. The vampire is a high-level monster so it gets a Hit Die roll of D12, but it’s not the vampire’s day – he gets an 8. Brenden stakes the vampire and knocks him out! He gets three rolls on the Treasure Die and, loaded with two coins and a shield, decides to join his friends at home for a snack. The End.
ADVANCED CRYPT & CRITTERS
Any high-level monster could easily be a spell caster, as the game master’s discretion. There’s certainly precedent for the vampire, mage, and balor demon. The roc and giant spider might instead be a thunderbird and Atlach-Nacha the demon spider from beyond. The monster spends its round casting a spell instead, just as if it had attacked. It’s possible to interrupt a monster by rolling higher and inflicting enough damage to knock it out before it can finish the spell. The effects of spells are in addition to the normal results of combat, so it’s possible to lose two pieces of armor to a lightning bolt spell, one due to the spell’s description and another because the knight fails his Hit Die roll against D12. Spell casters roll on the Weather Die (or a D6), with the following effects:
- FIREBALL (sun): All knights take 1d12 damage.
- FOG CLOUD (sun behind cloud): All knights attack each other for one round instead of the monster. Knights with a torch are immune.
- HAIL STORM (rain below a cloud): All knights take 1d10 damage and lose a shield.
- LIGHTNING BOLT (lightning from cloud): The knight who rolls lowest takes 1d12 damage and loses a piece of armor.
- GUST OF WIND (tornado): All knights are knocked down and lose torch.
- CONE OF COLD (snowflake): All knights take 1d10 damage and lose a weapon.
Some critters might only have one special attack rather than a full range of spells. Choose the one best suited to the monster (fireball for dragons, gust of wind for giants) and the monster uses that attack each round.
There are all kinds of fun traps to terrify players with. Traps attack just as if they were monsters. Like spells, it’s possible to lose two pieces of equipment to the trap’s effect and a failed Hit Die roll against the trap’s damage. Any knight who rolls lower than the trap suffers one of the following effects on the Trap Die (or roll a D6):
- ARROW TRAP (arrow through the head): The knight who rolls lowest takes 1d8 damage and loses a helmet.
- POISON GAS (poison gas): All knights attack each other for one round. Knights with a torch are immune.
- CRUSHING TRAP (weight from above): The knight who rolls lowest takes 1d10 damage and loses vambrace or bracer.
- GUILLOTINE TRAP (guillotine): The knight who rolls lowest takes 1d12 damage and lose helmet.
- PIT TRAP (pit): All knights take 1d8 damage.
- SPIKED PIT TRAP (spiked pit): All knights take 1d12 damage.
WEIRD ‘N WILD CREATURES
Crypts & Critters can easily be integrated with the Weird ‘n Wild creature cards. Categorize the creatures by type, then draw from the pile whenever a die roll calls for the creature:
- Low-Level (snake): Toxic Terrors
- Low-Level (snake): Toxic Terrors
- Low-Level (bats): Strange Wonders
- Low-Level (bees): Tiny Terrors
- Mid-Level (octopus): Monsters of the Deep
- Mid-Level (crocodile): Nightmares of Nature
- High-Level (Roc): Monsters of the Past
- High-Level (dragon): Monsters of the Mind
You can also use the above table to simply draw randomly from the deck. Place the card down on the dungeon as the monster the knights face and, using the classifications above, determine its difficulty and roll combat as usual.
Alternately, use the highest Attack and Defense on the creature to determine the monster’s Damage and Defense Dice as follows:
- 1-4: D8.
- 5-8: D10.
- 9+: D12.