So you want a simple version of dungeoncrawling. Here is a freeform interpretation.
Choose a type: Brutish or Erudite.
Roll d6 for each column:
I was a | who was known for | but suffers from | my most valuable possession is |
---|---|---|---|
city guard | dexterity | blackmail threat | a sharp sword |
executioner | keen senses | rage | a huge axe |
hunter | stealth | cowardice | a sturdy longbow |
knight | survival skills | addiction | a shining sword |
sailor | physical endurance | mythomania | a heavy crossbow |
soldier | strength | compulsive spender | a bloody mace |
You may be armored.
Roll d6 for each column:
I was a | who was known for | but suffers from | my most valuable possession is |
---|---|---|---|
accountant | magical knowledge | paranoia | a translation guide |
lord | knowledge of nature | recurrent illness | a stack of cash |
merchant | religious knowledge | anxiety | a rare drug |
monk | architectural eye | cowardice | a book of local history |
navigator | steady hand | exile | an expert map of the area |
scholar | detailed memory | greed | a bestiary |
You may have a spell. You can cast it once a day without consequence. Beyond that, see if your control of the power is strong enough to prevent a mishap.
Roll d6 or choose, as you please.
We need to |
---|
pay off a debt |
restore lost status |
remove a curse |
get rich quick |
hideout from enemies |
retrieve a special item |
Choose for the party 12 more items:
Bear Trap | Crowbar | Net | Chalk | Spyglass | Chain |
Small Bell | Horn | Grappling Hook | Flammable oil | Tar pot | 10 foot pole |
Rope | Glass Marbles | Lockpick | Grease | Rope Ladder | Iron spikes |
Horn | Hourglass | Incense | Padlock w/ Key | Garotte | Hacksaw |
Poison | Loaded Dice | Manacles | Explosive Powder | Billhook | Steel Wire |
Shovel | Bottle | Paint | Pulleys | leather band | hammer |
Everyone starts with a small dagger, 3 days rations, and 5 torches.
Figure out what makes sense before resorting to anything here.
Structure the crawl to make resources valuable. 10 minute turns, reaction rolls, morale checks. Outdoor survival if necessary.
Give hard choices and dilemmas, provide maximal information. Play dungeon denizens as smart as players do.