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Prévia do material em texto

/REMASTERED 1
//REMASTERED
...
WRITING: Snow
EDITING: Vi Huntsman
LAYOUT: Micah Anderson
ART: Charlotte Laskowski, Micah Anderson, 
Chase Harlan, Public Domain
Compiled, with love, from scans, forum posts, 
and zines made by the .Dungeon Community. <3
//REMASTERED
4 .DUNGEON/
IntroductionNROGNROJESZabJEYPQIKLMOcTVWXNNSZL
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LOriginally publishe
d in GameLords, August 1998
/REMASTERED 5
Introduction
OZARK’S
FORUM RULES
1. No bigots. No tolerance for the intolerant.
2. Racism is an auto-ban. No one cares if 
you’re “just joking.”
3. Trans rights are human rights.
4. We are strictly anti-facist.
5. No bootlickers.
6. Auto-ban for anyone who willingly invades 
the safe spaces we have set up for a variety 
of marginalized identities.
7. If you’re questioning whether or not to spoiler-
warning something, just do it. This includes 
images and possibly triggering material. 
8. Forum moderators are not special or given 
unique privileges. They are the garbage 
collectors of the site. They clean up messes 
and help enforce bans. We cycle through 
moderators every few months.
9. Similarly, devs are not given special 
privileges within the community. This is 
your space. We have our own spaces just 
for us elsewhere. 
10. We are liberal with the ban button. No one’s 
got time for that.
GNROJEFHIJEKLMOPRNSZabcTEUVWXYPQIJN
THESE RULES WERE 
ORIGINALLY 
WRITTEN BY 
CLARENCE OZARK 
FOR THE .DUNGEON 
DISCUSSION 
BOARDS, AND HAVE 
BEEN EDITED 
SLIGHTLY OVER 
THE YEARS.
�
A
6 .DUNGEON/
GLOSSARY
Roleplaying Game. What you’re reading now 
and will be playing soon.
The world of .dungeon. Also the name of the 
“sad god” in the game’s lore.
Massively Multiplayer Online game. World of 
Warcraft is probably still the cultural touchstone. 
Everything inside the game of .dungeon. The 
world of the game itself.
“In Real Life.” Everything outside the game. The 
world we live in right now. The world where 
we sit to play the game.
The standard set of dice includes a d20, a d12, 
two d10’s, a d8, a d6, and a d4.
“The Chain.” The set of dice in ascending order, 
from d4 to d20. Going up the chain means 
using the next largest dice (you can’t go past a 
d20). Going down the chain means using the 
next smallest dice (below a d4 is 0, meaning 
instant failure). 
The people you are playing the game with, 
either at the table, over voice chat, or through 
text. Often called “Players,” or “PCs.”
The virtual character you create to explore the 
virtual world. Exists only in the virtual world.
“Players Unknown.” GM-controlled players. 
Fictional people who exist IRL and create 
Avatars to explore the virtual world.
Every object, NPC, and mob in the game. If it’s 
inside the game, it’s an entity. 
Non-Player Characters. Pieces of code within 
the game with predetermined dialog and 
interactions. Not real people.
Hostile entities. Monsters. Creatures.
RPG
ANNWN
MMO
VIRTUAL WORLD
IRL
SET OF DICE
DICE CHAIN
PLAYER 
CHARACTERS
AVATAR
PUGS
ENTITY
NPC
MOB
/REMASTERED 7
Random Number Generator. A short hand for 
“random chance” or luck.
Traditionally called a “Class” in RPGs. Grants 
your avatar bonuses while playing.
An ability that references the real world. The 
fictional VR headset used to play the game 
scans you and your environment to allow 
cross contamination. 
The currency of .dungeon.
An expendable resource for travel and upkeep. 
An expendable crafting resource.
The cost to use and maintain certain entities 
like pets, vehicles, and structures.
An entity being attacked by a weapon or spell is 
that ability’s “target.”
Everything targetable by melee, spell, or 
ranged attacks.
All entities and spaces that are within melee 
range of the target.
RNG
ROLE
ASPECT
BYTES
SUPPLIES
MATERIALS
UPKEEP
TARGET
FIELD OF BATTLE
AREA
Dream jellies can learn spells!
HELP MENU
8 .DUNGEON/
At any time, you can pause your game to take a 
step back and collect yourself. When the game 
is paused, nothing can harm your character 
and your avatar is temporarily removed from 
the situation until you unpause.
In the Help Menu you can adjust things like 
difficulty, graphics, and audio, setting the game 
to better fit your needs. Lowering the 
graphical fidelity removes the aesthetic gore. 
Changing the difficulty will help guide your 
character to content you will enjoy. And audio 
settings can be altered to enable in-game hints 
or remove the sometimes-overwhelming 
original soundtrack.
You can also save your game state and return 
at a different time, or just exit the game and 
return to your last checkpoint. This is helpful if 
the situation you find yourself in is too 
overwhelming. Remember! If you do not have a 
previous checkpoint, you can always return to 
Tutorial Town through the main menu. 
?
!
?
/REMASTERED 9
HELP MENU.EXE
 Special thanks to Monte Cook Games and their 
 "Consent-In-Gaming" checklist.
DIFFICULTY
 Select the one that matches your intended experience:
● EASY: Decrease all dice once down the chain.
● MEDIUM: The typical play experience as described in 
 this book.
● HARD: Increase all dice once up the chain.
DEFINITIONS
 What does all this mean?
 ON: Enthusiastic consent. You want and enjoy 
 having these things shown/discussed in your 
 games.
 OFF: A strong no. A hard line. Do not include
 these in your game.
 ONLY It's okay if these things are mentioned, 
 SOME- veiled, or offstage. And may even be okay 
 TIMES: onstage but requires discussion ahead of 
 time. Uncertain. 
GRAPHICS
 Toggle on/off the graphical fidelity.
 ON OFF ONLY SOMETIMES
 GORE: ● ● ●
 BLOOD: ● ● ●
 BUGS: ● ● ●
 HARM TO
 ANIMALS: ● ● ●
 RATS: ● ● ●
 SPIDERS: ● ● ●
 NUDITY: ● ● ●
 SEX: ● ● ●
AUDIO
 Toggle on/off the audio descriptions.
 ON OFF ONLY SOMETIMES
 ROMANCE BETWEEN
 PCS AND/OR NPCS: ● ● ●
 SEX BETWEEN PCS
 AND/OR NPCS: ● ● ●
 HOMOPHOBIA: ● ● ●
 RACISM: ● ● ●
 REAL-WORLD
 RELIGION: ● ● ●
 SEXISM: ● ● ●
 SELF-HARM: ● ● ●
 SUICIDE: ● ● ●
TOOLS
 Keep these tools in mind while you play. You can 
 always use them.
 LOADING
 SCREEN: The current scene fades to black like in a 
 film, letting it all happen off-screen.
 SAVES: You can revert back to a previous point in 
 the game if everyone at the table agrees it's 
 for the best.
 TAB OUT:Step away from the game and take a break. 
 Return at your own leisure.
 LOG OUT:Leave the game and decide if you'd like to 
 return at another time.
9 .DUNGEON/
A
!
10 .DUNGEON/
THE SERVER HOST
To create a server in .dungeon, one player takes 
on the role of Server Host (sometimes called a 
Game Master in other games). Their job is to 
run the world’s Entities—its mobs, NPCs, and 
objects, hostile or otherwise—making sure they 
react appropriately to the PCs’ actions. The 
Host will run dungeons, give rewards for 
quests, and roleplay as the PUGS gaming in 
Annwn. Later chapters in this book will have all 
the tips you need to be a Server Host! For now, 
gather your friends and just start playing. 
Tutorial Town will walk you through 
everything you need and teach you how to run 
the game while your friends learn to play.
/REMASTERED 11
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Originally published in Tech Informer Quarterly, September 2001
12 .DUNGEON/
Tutorial Town
The following pages will walk you through not 
only charactercreation, but all the basic rules 
of the game. This adventure is newb-friendly 
and will instill you with the confidence to carry 
on any campaign you wish within Annwn. As 
with many great stories, yours starts when…
GIFTS (14.)
WELCOME TO THE 
START OF YOUR 
JOURNEY INTO 
.DUNGEON! 
TUTORIAL TOWN IS 
THE SAFEST, MOST 
BEAUTIFUL ISLAND 
IN ANNWN, WHERE 
NEW PLAYERS 
CREATE THEIR 
CHARACTERS, 
LEARN THE ROPES, 
AND TAKE THE 
FERRY TO BEGIN 
THEIR ADVENTURE 
(KEEP AN EYE OUT 
FOR NIX, THE 
CUDDLY 
FERRYMAN). 
EXPLORE THE 
SHOPS AND PARTY 
UP WITH FELLOW 
NEWBIES TO TAKE 
ON THE WOLF CAVE 
ON THE COAST. 
ASK THE NPCS 
AROUND TOWN IF 
THEY NEED HELP 
WITH ANYTHING. 
AND WATCH OUT 
FOR THE SLIMES 
IN THE BASEMENT 
(WINK WINK)!
�
ENVIRONMENT (25.)
CONTINUE? (30.)
COMBAT (18.)
SKILLS (17.)
YOU AWAKEN IN A DUNGEON.
1.
2.
3.
GNROJEFHIJEKLMOPRNSZabcTEUVWXYPQIJN
STATS (15.)
ROLES (20.)
/REMASTERED 13
Tutorial Town
The tutorial dungeon exists in the ruins beneath 
the church at the center of the island. The sad 
voice of Annwn herself guides and watches over 
new players who have fallen into this world. 
ASPECTS (26.)
TRAPS (25.)
ENVIRONMENT (25.)
BOSSES (28.)
BUILD (23.)
ADV. COMBAT (21.)
YOU AWAKEN IN A DUNGEON.
4.
5.
6.
7.8.
9.
10.
11.
12.
13.
14.
ROLES (20.)
AVATAR (22.)
14 .DUNGEON/
ROOM ONE
You awake in an open cage. A broken key in the 
lock. Annwn’s voice echoes from above, 
“Welcome to our world. Take your time. Don’t 
be afraid.”
The cage sits in a cupped palm beneath an 
orrery of 12 hand signs, all rotating around a 
giant, glowing eye.
After being severed, the left hand of Annwn 
joined the Sun in the sky as a celestial body. The 
largest of .dungeon’s natural satellites, it rotates 
on a constantly shifting axis which puts it in 
varying degrees of eclipse with the Sun.
At your feet is your gift, determined by your 
birth month and its corresponding hand sign. 
This is all you were left with.
HORSE. Emerald Pendant. Restore 1 Sync every 
time you log in.
BULL. Healing Foil (3). Each card heals d6 Sync, 
but tears after use.
CROW. Skeleton Foil. Unlocks any one lock. 
Tears after use.
HOUND. Death Foil. Stops your first respawn. 
Tears after use.
FROG. Fire Foil. Insert into a weapon to deal +3 
fire damage for the encounter.
ELEPHANT. Light Foil. Gain a guiding light to 
safety. Tears after use.
WOLF. Dungeon Foil. Removes you and one ally 
from a dungeon or encounter. Tears after use.
CUB. Hafgan’s Foil. Heals all statuses for you and 
all allies. Tears after use.
BUTTERFLY. Lon. A floating orb creature that 
can hold one item for you.
GOOSE. Firebombs (3). Each bomb destroys 3 
d4’s from an encounter when used.
FOX. Lucky Foil. Reroll one RNG roll. Tears after use.
SNAKE. Bag of Wealth. Start with 3 extra Bytes.
THE HAND
STARTING GIFTS
JANUARY
FEBRUARY
MARCH
APRIL
MAY
JUNE
JULY
AUGUST
SEPTEMBER
OCTOBER
NOVEMBER
DECEMBER
/REMASTERED 15
Painted statues of .dungeon’s polyhedral 
pantheon: The d20, d12, d10, d8, d6, and d4. These 
are the organs of Annwn, left behind as she tore 
herself apart. Assign them to your stats.
You bring four stats with you into the virtual 
world. These are your real-world traits. Assign 
four of your dice to them.
BUILD: System mastery, character 
optimization, the crunch of the game.
META: Knowledge of the game, its setting, and 
its development.
PRESENCE: Your senses, charisma, and 
immersion in the virtual world.
HANDS: Your reaction time, hand-eye 
coordination, and precision.
Assign one of the two remaining dice to Tilt. How 
you keep your cool when the virtual world is 
unfair. Other RPGs call this a “save” or a “saving 
throw.” Whenever your character would take on 
a status effect, roll your Tilt dice. Getting a 4 or 
over is a success, avoiding the status.
Place your remaining dice in RNG. Also known as 
“luck” in other RPGs, RNG rolls are done for 
random events, loot drops, and other acts of 
chance the Server needs to account for. You can 
also roll RNG against an NPC to see if they are 
nearby, or to determine who gets targeted by the 
Dragon’s fire attack.
STATS
TILT
RNG
LAY THE POLYHEDRAL SET OF DICE OUT 
IN FRONT OF THE PLAYERS AND HAVE 
THEM PHYSICALLY ASSIGN THEM TO THE 
STATS ON THEIR CHARACTER SHEETS.�
A
ROOM TWO
16 .DUNGEON/
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organs of annwn
THE BODY
The icosahedron (d20). 
Annwn’s body. Where your 
adventures take place. Her 
body tumbles through 
space, each face casting 
itself into the aether.
ARAWN & HAFGAN
The decahedrons (d10s). The twin 
kings of Annwn. Arawn became the 
Drowned King, his castle flooded for 
eternity. Hafgan was hunted and 
slain by the Three Fingers.
IMMUNO
The hexahedron 
(d6). The mind of 
the sad god. Coded 
the Ideas, the six 
most powerful spells 
and items of .dungeon. 
DYLAXIS MIGHT
The dodecahedron (d12). 
The spirit of the sad god. 
Creator of the twelve 
archbugs, which could 
never be patched.
ORION
The octahedron (d8). 
The eight eyes of the 
sad god. Protector 
of the realm and 
creator of the eight 
construct mobs 
that still spawn 
today.
GORO
The Tetrahedron (d4). The heart 
of the sad god. Her four sides 
are pained, angry, violent, 
and hungry. 
/REMASTERED 17
Stone bricks erode into ruins. A tree clips 
through the floor and bends into the wall. The 
beautiful voice returns…
“Our world is more dangerous than yours. 
You’ll need to use your knowledge and skills 
from your world to make it through.”
Sit beneath the tree and look into its branches 
to see a 3rd person view of your IRL self 
wearing the VR headset. Fill in your “Job” on 
your character sheet and select a skill that goes 
with it or is adjacent to it.
DEFENSE • MAGIC • MELEE • 
PLATFORMING • STRENGTH • 
ALCHEMY • ARCANUM • DREAMS • 
LORE • NAVIGATION • ANIMAL 
HANDLING • PERCEPTION • 
SNEAK • SPEECH • VIBES • 
ACCURACY • CRAFTING 
• ENGINEERING • 
EXPLOSIVES • 
PILOTING
FOR DETAILED 
INFORMATION ON 
THE SKILLS, TURN 
TO (126.). ASK 
YOUR PLAYERS TO 
LOOK AT THE 
SKILLS ON THEIR 
CHARACTER SHEET 
AND CHOOSE THE 
ONE THAT SOUNDS 
MOST RELATED TO 
THEIR REAL-WORLD 
JOB, CAREER, OR 
HOBBY. GIVE THEM 
THE DETAILED 
INFORMATION IF 
THEY ASK.
�
A
ROOM THREE
18 .DUNGEON/
ROOM FOUR
A Goblin fumbles with spears on the 
barracks wall. They clang and clash onto the 
floor. A garden grows from the walls. When 
the door opens from Room 3, the Goblin is 
startled and attacks!
DICE. Monsters are dice! In a contest, roll its 
dice. If it loses, the dice is removed. When a 
monster has no dice, it’s dead.
BONUS. If a monster has bonuses to contests, 
they’re listed here.
INIT. Initiative. PCs have to roll over this to go 
before the monster in combat!
MORALE. PCs have to roll over this to 
communicate with the mob(s). Mobs have to 
roll over it when making a morale check.
DROPS. Unique drops are listed here!
When the Goblin attacks, determine turn order 
by rolling initiative. Each player rolls their 
HANDS dice and compares their number to the 
Goblin’s Initiative: Rolling over means you go 
first, tying or going under means you go after 
the Goblin.
Most weapon differences are purely cosmetic. 
Each PC can find any weapon they can imagine 
here (and one quiver), but all the weapons from 
this room are made of wood. (See 54. for more 
info on weapons.)
Simple weapons are one-handed swords, 
folding knives, gauntlets, brass knuckles, 
walking sticks and other such weapons. 
Greater weapons are buster swords, katanas, 
scythes, big pairs of scissors, double sided 
blades, and other such weapons. 
To attack with melee, roll BUILD + Melee against 
the Goblin’s d4 (this is called a Contest). Win 
and the Goblin is destroyed. If you lose, 
subtract the difference from your Sync (this is 
called takingdamage).
|--------------|
| GOBLIN |
|--------------|
|DICE |D4 |
|-------|------|
|BONUS |-- |
|-------|------|
|INIT |4 |
|-------|------|
|MORALE |6 |
|-------|------|
|DROPS |-- |
|--------------|
TURN-BASED 
COMBAT BASICS
CHOOSE YOUR 
WEAPON!
MELEE WEAPONS
/REMASTERED 19
Ranged weapons are crossbows, longbows, 
blow darts, throwing stars, and other such 
ranged weaponry. You cannot use a ranged 
weapon while in melee with another 
combatant. All ranged weapons need quivers. 
Quivers are depleted by the end of each session 
and must be replaced/replenished with Bytes. 
To attack with ranged, roll HANDS + Accuracy 
against the Goblin’s d4. Win and the Goblin is 
destroyed. If you lose, subtract the difference 
from your Sync.
Your damage type is determined by the 
aesthetic of your weapon. (See 54. for details.)
Everyone shares one pool of Sync that starts at 
100. It’s reduced every time a player takes 
damage. See (49.) for the Sync Chart.
Mobs are made out of dice. When it's their turn 
in initiative, roll a mob’s dice to deal that 
damage directly to the party’s Sync.
When you defeat a mob, roll RNG to see what 
loot it drops!
1-4. 1 Byte
5-6. D4 Bytes
7-8. 1 Resource
9-10. 1 Material
11-12. D6 Bytes
13-15. D4 Resources
16-19. D4 Materials
20+. A Foils pack
RANGED WEAPONS
DAMAGE TYPE
SYNC
DAMAGE
LOOT
REACTIONS
1-2. ANGRY
3-8. AVOIDANT
9-14. ALOOF
15-19. ATTENTIVE
20+. AMIABLE
AFTER YOU LEAVE THIS DUNGEON, WHEN 
THE PCS ENCOUNTER MOBS AND NPCS, 
ROLL ON THE REACTION TABLE TO SEE 
HOW THEY RESPOND TO THE PLAYERS.�
A
20 .DUNGEON/
ROOM FIVE
A cylindrical room carved with glorious 
champions sporting various y2k aesthetics. 
Three pillars sit in the center of the room, 
illuminated by light cutting in from the 
ruined roof. The pillars hold a shield, a 
sword, and a staff respectively.
The beautiful voice floats down once again. 
“Power sleeps within you. If you give it form, 
it will give you strength.”
When a pillar is approached, the voice 
speaks about its Role.
SWORD: “The power of the fighter. Brute 
strength. Is this the power you seek?”
SHIELD: “The protection of the companion. 
Calming presence. Is this the power you seek?”
STAFF: “The majesty of the spirit. Blessed healer. 
Is this the power you seek?”
Roles grant you in-game abilities or bonuses. 
DPS.
All combat rolls count as +1. 
Tank.
Once per encounter you can reduce incoming 
Sync damage to you or a party member by d6. 
Support.
All healing you do or take counts as +2. This 
counts for items, magical effects, and Rest Dice.
When a role is selected, the voice says “Your 
path is set,” and opens the door to the next room.
ROLES
SWORD
SHIELD
STAFF
NOT EVERY MOB IS DEFEATED IN ONE 
HIT! WHEN A STAT BLOCK LISTS 
SEVERAL DICE (D8, D6, D6), THAT 
MEANS THE MOB ROLLS THE FIRST DICE 
UNTIL DEFEATED, THEN IT ROLLS THE 
SECOND UNTIL DEFEATED, AND FINALLY 
THE THIRD. ALWAYS ROLL IN THE 
LISTED ORDER!�
A
/REMASTERED 21
A circular dining room, dominated by a large 
table carved from a mighty stone. Foods and 
drinks mold into beautiful arrangements. 8 
Goblins pick their teeth with the bones of 
previous adventurers, lit by a wax-crusted 
chandelier hanging from a rusted chain.
Roll initiative! 
[GOBLIN;D:D4,B:-,I:4,M:6,DR:-]
Contests are what dice rolls are called in 
.dungeon. You might see or hear “roll a Melee 
Contest” or “Contest the Goblin’s initiative.” That 
just means to roll your Stat dice + a relevant 
skill against either an opponent's dice or a static 
number decided by the Server.
Two or more players can work together on a 
contest, rolling their dice and choosing the 
higher one to compare against the Server. 
Remember! Mobs can do the same to you.
When you succeed in a contest against a hostile 
mob, you can choose to do a stunt to it instead of 
destroying one of their dice. Stunts allow you to 
disarm, trip, or grapple your opponent. 
Remember! They can do the same to you.
Monsters deal damage directly to the party’s 
Sync. When initiative reaches the monster, roll 
one die per type of monster (so even if there are 
10 Goblins, just roll one die to represent them all) 
and deal that much Sync damage. This damage 
can be mitigated by Defense and shields.
Whenever you fail a Contest, you can mark a 
respawn to let it kill your avatar. This avoids any 
Sync damage, removes any statuses your avatar 
has, and respawns you back at the nearest 
checkpoint. You’ll return to your Party at the 
end of the encounter.
When the Goblins are defeated, two doors are 
revealed. One to Room 7, and one to Room 9.
CONTESTS
TEAMWORK
STUNTS
HOW DO MONSTERS 
ATTACK?
RESPAWNS
ROOM SIX
22 .DUNGEON/
ROOM SEVEN
A regal bedroom filled with wilting, wooden 
furniture. Across from the king bed is a floor-to-
ceiling mirror. Standing in front of the mirror 
allows you to customize your avatar and select 
one of the starting origins if you so desire.
There’s an illusory wall here hiding a door to 
Room 8.
Use the variety of sliders to adjust aspects of 
your avatar’s appearance, including color, hair, 
eyes, limbs, and body type. Since .dungeon was 
created in the late 90’s, its aesthetics have 
stayed there and in the early-2000’s. 
AVATAR
ROOM EIGHT
An altar for the Three Fingers. A spit of sunlight 
falls in through a crack in the roof, falling across 
the polygonal flower textures that cover the 
floor around the altar. Between the three fingers 
is a tome holding the spell “Heal.” Only one 
person can take and hold the spell.
Annwn bit off and spat out three, rebellious 
fingers that refused to listen. Each is named for 
an original Alpha Playtester who found and 
defeated Hafgan.
HAWTHORNE. The Skeleton Queen, ruler of the 
icy wasteland. The Skeletons and Werewolves 
are hers and hers alone.
ALYX. Holder of the Horn of Dragoons, one of 
the Ideas. Without her, Dragons would have 
stayed in their slumber.
MEGALONIA. The mother of all gLiches. 
Considered by the lore to be the most 
powerful magic user in .dungeon, holding the 
record for Most Spells Known by a single user.
THE THREE 
FINGERS
/REMASTERED 23
A domed planetarium. Stars carved and 
painted into the ceiling twinkle in and out with 
holographic light. The beautiful voice chimes in, 
“Stand amid the stars and select the ones that 
grant you their skill.”
DEFENSE. A character’s base damage reduction 
(DR). Choosing this constellation grants 1dr (-1 
damage from each attack).
MAGIC. This constellation grants the ability to 
read magic and cast spells.
MELEE. Characters trained in this skill can use 
Greater melee weapons, and add +2 to attack 
and damage with melee weapons.
PLATFORMING. Training in this skill gives 
tighter control over your Avatar’s movements.
STRENGTH. Lowers the weight of objects so you 
can smash and throw things easily.
ALCHEMY. This constellation grants the ability 
to create lesser foils out of Materials.
ARCANUM. Training in this skill allows 
characters to use neon weapons and adds +2 
damage to attacks with them.
DREAMS. Considered a hidden skill because of 
its inconsistent effect on gameplay. Choose if 
you’re curious and can’t stop yourself.
LORE. Training in lore expands the game's 
descriptive text.
NAVIGATION. Training in navigation improves 
your HUD radar and quest markers.
BUILD
META
ROOM NINE
SELECT TWO SKILLS YOUR CHARACTER IS 
TRAINED IN. REMEMBER, SKILLS ARE 
FLEXIBLE! THEY CAN ALL SERVE YOUR 
PURPOSE IF YOU’RE CREATIVE AND 
CURIOUS. PLUS, SKILLS DON’T KEEP 
YOU FROM INTERACTING WITH THE GAME 
HOW YOU WANT. THEY ONLY GRANT SMALL 
BONUSES TO CONTESTS. THESE 
SHORTENED DESCRIPTIONS ARE ONLY FOR 
USE DURING CHARACTER CREATION. SEE 
126. FOR FULL SKILL INFO.�
A
24 .DUNGEON/
ANIMAL HANDLING. This constellation allows you 
to take on animals as pets.
PERCEPTION. Training in perception improves 
colors, sounds, and smells.
SNEAK. Training in sneak reduces the ambient 
and active sounds caused by your Avatar.
SPEECH. Trainingin speech improves NPC 
reactions to you.
VIBES. Training in vibes improves the haptic 
feedback of your VR rig, giving you subtle 
signals when things are off.
ACCURACY. Training in accuracy reduces 
arrow and bullet drop and adds +2 to attack 
and damage with ranged weapons.
CRAFTING. Training in crafting allows you to 
create lesser versions of items as long as you 
have the supplies.
ENGINEERING. Training in engineering gives you 
+2 to repair vehicles and other machinery in 
the world.
EXPLOSIVES. Training in explosives allows you 
more wiggle room for failure while using 
them in combat, and helps you build and 
disarm explosives.
PILOTING. Training in piloting improves vehicle 
responsiveness and gives you +2 when driving. 
PRESENCE
HANDS
/REMASTERED 25
A long hallway of black brick and tattered 
banners depicting a mighty Dragon with an 
exposed heart, cracked and bleeding. A large ax 
swings at regular intervals, slashing through 
the air. To bypass it, make a skill check against 
the trap’s d12. NOTE: Roll the d12 against each 
player separately.
ROOM TEN
A square room of gray and red bricks, 
overgrown with kudzu and splayed hands of 
moss that wriggle at the sound of each footstep 
scoffing the stone floor. The door on the other 
side is reinforced with steel and has a large, 
steel lock. The UI prompts the players to use a 
lockpick or a key to open it and exit the dungeon.
The left wall has a large crack in it. It can be 
broken with a successful skill check or the use 
of a piece of gear. Beyond it is Room 12. 
ROOM ELEVEN
ENCOURAGE CREATIVITY WITH SKILL 
ROLLS. BUILD + PLATFORMING IS THE 
DEFAULT FOR TRAP-BASED CHALLENGES, 
BUT NOT EVERY CHARACTER WILL BE 
BUILT THE SAME AND NOT EVERY PLAYER 
THINKS THE SAME. IF SOMEONE HAS A 
DIFFERENT SKILL AND CAN EXPLAIN HOW 
THEY USE IT IN A CONVINCING WAY, 
ALLOW IT TO BE USED INSTEAD.� A
ENVIRONMENTS CAN 
BE INTERACTED 
WITH AND 
DESTROYED. GET 
CREATIVE TO 
UNCOVER THE 
SECRETS OF AN 
AREA!
�
A
26 .DUNGEON/
ROOM TWELVE
An identical square room of gray and red bricks, 
overgrown with kudzu and splayed hands of 
moss that wriggle at the sound of each footstep 
scoffing the stone floor. The wall which held the 
reinforced door in Room 11 is instead filled with 
the room’s normal brick texture. It’s an illusory 
wall that is dispelled when passed through.
The beautiful voice echoes from beyond the 
wall, “There may yet be secrets hidden in these 
ruins. Search carefully.”
ROOM THIRTEEN
A religious altar to Annwn, a beautiful mother-
figure with sunflower hair and blooms of 
moss for eyes. In her outstretched hands lay 
five elaborate tarot cards. A large painting of 
her horrible death (she bites her fingers off as 
she tears the polyhedral organs from her 
body) towers behind her, stretching from floor 
to ceiling. 
The beautiful voice chimes in, “Approach me, 
heroes from another world. Choose the aspect 
of your world you wish to bring with you into 
this one. It is your advantage against the dangers 
of this place.”
The Blink Entertainment system reads you and 
your IRL surroundings while playing the game, 
allowing interactions between them. Choose 
the Aspect tarot card that matches you for a 
unique interaction between you and the game. 
Each card has an upright and reversed side. 
The effects relate to you, the person playing 
the game.
ASPECTS
/REMASTERED 27
ALCHEMIST. Turn this card upright at the 
beginning of each day. While this card is 
upright, you can change a single word of a held 
item, warping its entire construction. Sword 
can become shield, for instance. Staff of 
Lightning can become Staff of Flying. After ten 
minutes, reverse this card. While reversed, the 
held item reverts to its original form.
BEAST. Turn this card upright at the beginning 
of each day. While this card is upright you can 
take the shape of your pet, giving you an animal 
form. After ten minutes, reverse this card. While 
reversed, you cannot take animal form. 
BERSERKER. Turn this card upright at the 
beginning of each day. While this card is 
upright, you can enter a berserk mode on your 
turn and make an additional attack for each 
piercing you have. Then reverse this card. While 
reversed, you cannot use this ability.
KNIGHT. When you make a promise to an NPC, 
turn this upright. While upright you gain +2 to 
all rolls while acting for that promise. If the 
promise is broken, reverse this card. While 
reversed, you gain -2 to all rolls until the next 
session.
MAGUS. Turn this card upright at the beginning 
of each day. While this card is upright, you can 
take on a physical trait from any tattoo on your 
body. After ten minutes, reverse this card. While 
reversed you cannot use this ability.
MERCHANT. Turn this card upright at the 
beginning of each day. While this card is upright, 
you can take a single item within reach into the 
virtual world. After doing so, reverse this card. 
While reversed, the item disappears after a 
single use or at the end of the session.
NOT EVERY MOB IS DEFEATED IN ONE 
HIT! WHEN A STAT BLOCK LISTS 
SEVERAL DICE (D8, D6, D6), THAT 
MEANS THE MOB ROLLS THE FIRST DICE 
UNTIL DEFEATED, THEN IT ROLLS THE 
SECOND UNTIL DEFEATED, AND FINALLY 
THE THIRD. ALWAYS ROLL IN THE 
LISTED ORDER!�
|--------------|
| GOBLIN (4) |
|--------------|
|DICE |D4 |
|-------|------|
|BONUS |-- |
|-------|------|
|INIT |4 |
|-------|------|
|MORALE |6 |
|-------|------|
|DROPS |-- |
|--------------|
REST DICE
28 .DUNGEON/
ROOM FOURTEEN
Definitely a boss room, cylindrical and fitted 
with magnificent curtains torn by countless 
battles. Piles of half-formed avatars adorn the 
outer edges, many blades and arrows sticking 
out in decorative patterns. A chandelier swings 
unsteadily on a rusted chain up above, 
constantly dripping wax into misshapen lumps 
on the carpet. The boss is a plump Goblin with 
the key to the door in Room 11. He commands his 
four Goblin lackeys with barks and roars.
|---------------------------------|
| COMMANDER |
|---------------------------------|
|DICE |D8, D6, D6 |
|----------------|----------------|
|BONUS |-- |
|----------------|----------------|
|INITIATIVE |10 |
|----------------|----------------|
|MORALE |2 |
|----------------|----------------|
|DROPS |KEY TO 11. |
|---------------------------------|
Every time your Sync is reduced by 20, gain a 
Rest Dice. Rest Dice can only be spent at the end 
of a session, when you log out of the game. For 
each Rest Dice spent, roll d20 and regain that 
much Sync.
A
/REMASTERED 29
ill
us
tr
at
ion
 o
f 
th
e 
zo
m
bi
e 
ta
ke
ov
er
 o
f 
Sn
ow
bl
in
d
in
 t
he
 e
ar
ly 
da
ys
 o
f 
th
e 
se
rv
er
.
30 .DUNGEON/
The first thing you see is the glow of the sun 
through the ruined church roof. Roll 2d6 to see 
what the sun looks like today.
2. FURIOUS CRIMSON. Open wide, pupil 
miosis, harsh and sharp shadows.
3-5. CONFUSED ORANGE. Open wide, pupil 
dilated, long and blotchy shadows.
6-8. TIRED PURPLE. Three-quarters shut, 
wavering pupil, foggy and blurry shadows.
9-11. MELANCHOLIC BLUE. Half shut, watery 
pupil, no shadows.
12. ASLEEP NAVY. Fully shut, humming 
pupil, faint and dying shadows.
If you open up .dungeon’s files, the texture used 
for the sun is called “the_eye.png.” It’s always 
visible in the sky, rotating on its axis. Pixelated 
and glowering. It waxes and wanes, opening 
and shutting depending on how the eye is 
feeling. This changes the virtual world’s global 
lighting, shifting it in density, brightness, and 
even hue.
THE SUN
TUTORIAL ISLAND
ROLL 2D6 FOR THE EYE AT THE 
BEGINNING OF EACH SESSION! THEN 
ROLL A D10. ON A 1 THERE’S AN 
ECLIPSE! SEE (82.) FOR MORE INFO. �
A
/REMASTERED 31
HEXES
Annwn is broken up into hexes. To 
travel through a hex, a player must 
expend a resource or lose a Sync as 
their avatar becomes exhausted. 
Travelingthrough a hex forces a 
random encounter check and may 
grant 1 Byte (see below).
RESOURCES
Traveling into another hex costs 1 
Resource per player. Characters who 
travel with no Resources lose 1 Sync.
BYTES
Entering a hex for the first time that 
session gives each player 1 Byte. Bytes are 
the currency .dungeon is built around, 
allowing players to buy cool stuff.
REACTION ROLLS
When running into an entity whose 
reaction is uncertain, roll their dice to 
determine their reaction.
1-2. Angry
3-8. Avoidant
9-14. Aloof
15-19. Attentive
20+. Amiable
RANDOM ENCOUNTERS
Upon entering a hex, the Server checks 
for a random encounter by rolling 2d12. If 
the first dice is a 10-12 there’s a random 
encounter. The second dice determines 
what the random encounter is.
|--------------|
| ENCOUNTERS |
|--------------|
|1-6|ZOMBIES |
|--------------|
|7-10|SKELETONS|
|--------------|
|12|HAPPY GUILD|
|--------------|
32 .DUNGEON/
ASSIGNING DIFFICULTY
At times the Server may need to 
assign a difficulty to something.
D4: Simple.
D6: Easy.
D8: Normal.
D10: Hard.
D12: Difficult.
D20: Impossible.
CLIMBING
Characters can only climb surfaces 
which are climbable. If the surface is 
deemed climbable by the Server, roll 
BUILD + Platforming against a difficulty 
they set.
CRAFTING
If you have the Materials and skill 
training necessary to craft an item, 
roll HANDS + Crafting against a 
difficulty set by the Server. Lesser 
items are normal difficulty and 
greater items are hard difficulty. 
Failure means you waste the time 
and Materials and end up with a 
“mysterious item,” which takes up 
an inventory slot.
DESTRUCTIBLE ENVIRONMENTS
Dealing damage to a non-hostile entity 
(like a door, an NPC, or a tree) means it’s 
destroyed. Some NPCs may be more 
sturdy, thanks to armor or magic, but 
that will be noted along with their 
information. Destroying a non-hostile 
entity means it's removed from the game 
and drops any loot it may have. For 
instance, when a tree is destroyed, it 
leaves behind Materials for crafting. If an 
entity is sufficiently large or resilient (like 
a wall), the Server can call for a contest 
and assign a difficulty.
EXPLORATION RULES
/REMASTERED 33
RESEARCHING
What information are you 
searching for, and where are you 
searching for it? Roll META + Lore 
against a difficulty selected by the 
Server. The wiki is filled with fan-
sourced articles about locations 
and entities in .dungeon. Some 
information can only be learned by 
saying the right thing to NPCs or 
talking with PUGS. If you succeed in 
your Research contest, gain a d4 to 
add to your next roll dealing the 
researched subject. 
STEALTH
To be sneaky, roll PRESENCE + Sneak. 
The Server will either assign a 
difficulty, use a PUG’s stats or skills, or 
roll a monster’s dice as opposition.
SWIMMING & DROWNING
Swimming is difficult in Annwn. Roll 
BUILD + Strength against the Server’s 
d12. Failure means you are drowning. 
Mark a respawn each turn.
TALKING
Negotiating with NPCs is handled with a 
contest. Roll PRESENCE + Speech against a 
difficulty selected by the Server. Not 
every discussion with an NPC should 
require a dice roll. Only roll when 
convincing the NPC of something, 
negotiating with them, or asking them to 
do something beyond their purview.
PUGs are not affected by the game’s dice 
roll mechanics.
EXPLORATION RULES
34 .DUNGEON/
TURN-BASED
COMBAT
Roll HANDS against the mob’s Initiative. You 
can always choose to delay your turn till the 
end of initiative.
Combat in .dungeon is turn-based. Each round 
lasts as long as it takes each player and mob to 
take their turn. A turn allows them to take an 
action and move.
If you’re not in melee with a mob, you’re a 
Movement away from them. Ranged weapons 
can only be used a Movement away. Moving 
further means you’re fleeing.
After moving, roll PRESENCE against the mob. 
Fleeing from a PUG means evading them and 
hiding, but they might be persistent.
Roll BUILD + Melee against the mob’s dice.
Roll HANDS + Accuracy against the mob’s dice.
If you use your action to aim, add d4 to your 
next ranged contest.
To dual wield weapons you will need to explore 
Annwn for a Role that allows you to. When 
using two weapons, you can make two Contests 
per turn against the same or separate targets.
If you use your action to go on the defense, gain 
1dr until your next turn.
INITIATIVE
ROUNDS
MOVEMENT
FLEEING
MELEE
RANGED
AIMING
AKIMBO
DEFENSE
/REMASTERED 35
If there is some form of cover, you can use your 
movement to take cover and gain 1dr from 
ranged attacks.
When two sides roll the same number in a 
contest, they roll again to break the tie. If the 
player wins, it’s a critical hit and they can take a 
second action. If the player loses, it’s a fumble 
and they lose twice as much Sync.
If you are knocked prone or are lying prone, 
monsters in melee with you deal +2 Sync damage 
and monsters at range do -2 Sync damage.
You can retrieve items from your bag on 
your turn and use them on that same turn. 
Retrieving and using the item is counted as 
an action.
Monsters have to check their morale after half 
of their numbers are defeated. To do this, the 
Server rolls the Monster’s dice and adds them 
together. If it’s higher than the monsters’ 
morale stat, they stay and fight. Lower and they 
scatter or retreat. Retreating foes will return 
with a +1 Bonus next time they are encountered.
COVER
CRIT/FUMBLE
PRONE
USING ITEMS
MORALE
36 .DUNGEON/
LOCATIONS
1
3
2
8
9
7
4
5
6
11
12
10
THE CHURCH OF 
ANNWN
PARTY UP
HAFGAN’S 
GUILDHALL
/REMASTERED 37
A
2
1 The stone walls no longer support the steepled roof. Sunlight glances in through great holes and busted windows. The 
church bell, which lies amid shattered pews, is 
etched with old screen names. This is the 
respawn checkpoint for Tutorial Town.
.dungeon supports a party system where at 
least 2 PCs can enter into a party, linking them. 
While in a party, you can communicate through 
comms, see markers over each other’s heads, 
and see each other’s status.
Hafgan’s banners burn. Brick walls crack 
and lean. A Dragon rests on the crumpled 
roof, licking its fingers of the most recent 
newb-filled meal. Roll a d12 every thirty minutes. 
The Dragon swoops from the guildhall to that 
numbered hex, breathing fire on everything 
below. To avoid being crisped, contest the 
Dragon’s 3d6 (roll and add them together). The 
same contest must be made if approaching the 
guildhall while the Dragon is present.
|---------------------------------|
| DRAGON (1) |
|---------------------------------|
|DICE |3D6X4, 2D6X2, D20|
|---------------|-----------------|
|BONUS |6 |
|---------------|-----------------|
|IMMUNE |PIERCING |
|---------------|-----------------|
|WEAK |GUN, NEON |
|---------------|-----------------|
|INITIATIVE |20 |
|---------------|-----------------|
|MORALE |2 |
|---------------|-----------------|
|DROPS |DRAGON MATERIALS |
|---------------------------------|
AFTER EXITING 
THE DUNGEON, ALL 
NEW PLAYERS ARE 
GIVEN THEIR 
STARTING GEAR: 3 
BYTES, 3 
RESOURCES, AND 
BASIC TRAVELER’S 
CLOTHES.�
38 .DUNGEON/
NUMBER APPEARING. The number next to a 
monster’s name is how many appear during 
each encounter.
DICE NOTATION. Bigger mobs are made up of 
multiple dice. 3d6 means rolling 3d6 and adding 
them together for a single contest. 3d6x4 means 
it rolls 3d6 until defeated in four contests before 
moving on to the other dice.
IMMUNE. Mobs that are immune to a certain 
damage type roll an extra d10 when contesting 
that damage type.
WEAK. If attacking a mob with something it's 
weak to, add d10 to your contest.
DROPS. Some Materials are unique and are used 
to create unique gear or trade with rare NPCs. 
Hold onto them until you find a use.
Inside: CrustWarrior cowers, waiting for a 
chance to escape theDragon. She started 
playing today and has been stuck here for 
fifteen minutes. The Happy Guild in Hex 6 sent 
her here as a prank. She’s embarrassed and 
doesn’t want you to know that she was duped 
so easily. There is nothing of value here.
Amanda Neals (she/her), 23, Grad Student. Her 
only goal at this moment is to get back at the 
Happy Guild and escape the island. If she can’t 
do it today she’ll probably stop playing 
altogether. If she parties up with you, she can 
add a d4 to a single roll per skill contest or 
combat round.
A large slab of stone, hastily chipped into a 
circle, aged and sunken into the mud and 
moss. Market stalls surround it, shattered 
into splinters. Fruit rots in the hands of dead NPCs. 
The only living NPC is Don McBon, and he’s 
trapped beneath his collapsed shop. He offers 
discounts to new players, but has nothing in his 
inventory to sell. He also touts the Gelatinous 6 
(hex 4) as a great place to meet new players.
READING STAT 
BLOCKS, EXPANDED
CRUSTWARRIOR: 
PUG
NEWB PLAZA
A
THE SERVER GETS 
TO DECIDE ON A 
CASE-BY-CASE 
BASIS IF 
CONTESTS ARE 
ROLLED ONCE FOR 
EACH PLAYER, OR 
ONLY ONCE FOR 
THE ENTIRE 
PARTY.�
3
/REMASTERED 39
A blinking neon sign hangs catawampus 
from weathered chains on the side of a 
narrow townhouse. The sign reads “The 
Gelatinous 6, a place for new beginnings.” 
Inside: the second floor has fallen into the first. 
Entities clip into each other and the 
environment. 2d6 glitchy Goblins with makeshift 
weapons are prepared for an ambush.
[GOBLINS (2D6); D:D4, B:-, IM: 
SLASHING, W: NEON, I:4, M:6, DR: 
NOCLIP]
If the Goblins are defeated, the last one drops 
a new role. Roles can only be picked up by 
one player.
NOCLIP. Once per session, you can no-clip through 
an entity, like a wall, a door, or some rubble. If the 
entity is significantly large, like a piece of the 
environment, the no-clip is unsuccessful. 
GELATINOUS 64
40 .DUNGEON/
A wild-west tavern topped with a busty 
cutout of a goth avatar with eight 
different guns strapped across their hips 
and torso.
• Ground floor. 4 Solar Jellies playing catch 
with explosive barrels. They throw them to 
deal d6 extra damage. Hitting an explosive 
barrel chains your contest to all adjacent 
targets.
[SOLAR JELLIES (D6); D:D6/, B:-, 
IM: SOLAR, W: SHADOW, I:8, M:-, 
DR: SOLAR FOIL]
DICE NOTATION. D6/ means that the dice splits 
into two, smaller dice when defeated, always 
following the dice chain: D20›D12›D10›D8›D6›D4.
• Basement. 3 Shadow Jellies digest the 
corpses of NPCs. When killed, the Jellies 
release the Skeletons inside, which allows 
them to join the fight.
[SHADOW JELLIES (D6); D:D8/, 
B:-, IM: SHADOW, W: SOLAR, I:10, 
M:-, DR: FASHION MATERIALS]
[SKELETONS (D6); D:D6, B:1, IM: 
SLASHING, PIERCING, W: SMASHING, 
SP: REASSEMBLE, I:4, M:2, DR: 
STANDARD]
• Storage. A Dreamer sleeps amongst all the 
whiskey kegs, spawning Jellies. 
A sleeping giant, curled or sprawled on the 
battlefield. Its cracked and collapsed head leaks 
Dream Jellies more and more each turn. First 
one, then two, then three, and so on.
[DREAMER (1); D:D20X2, B:2, I:12, 
M:4, DR:-]
[DREAM JELLY (D4); D:D6/, B:-, I:8, 
M:-, DR: DREAM MATERIALS]
5ROSE’S SIX SHOOTER
READING STAT 
BLOCK, EXPANDED
DREAMER
/REMASTERED 41
• Secret room. Beyond an illusory door lies 
the hidden backroom of Rosie’s Six 
Shooters. Inside are three random Foils.
Holographic cards found within .dungeon as 
part of its collectible card game. The holos have 
magical properties that are activated when 
inserted into items, avatars, or another entity.
1. Shadow Foil. Imbues a weapon with 
shadow damage or protects an avatar from 
a single source of shadow damage.
2. Solar Foil. Imbues a weapon with solar 
damage or protects an avatar from a single 
source of solar damage.
3. Healing Foil. Heals d6 Sync for an avatar or entity.
4. Lucky Foil. Lets an avatar reroll one RNG roll.
5. Arya’s Foil. Heals the statuses of an avatar 
or entity.
6. Tiger Foil. Gives an avatar or entity an extra 
d4 for their next contest.
FOILS
D6 RANDOM FOILS
42 .DUNGEON/
TomisGotAGun and BigJohnX07 are having 
a contest. They take turns rolling over the 
Ferryman’s body, causing it to ragdoll 
through the air, trying to get it the furthest. 
Whoever gets it in the water is a huge loser.
The ferry flies the banner of the Happy Guild 
and is under their control. They demand a price 
of 100 Bytes to use it. They will also trade 
passage for a party member’s life, or the neon 
sword in Grey Beards Cave (Hex 11).
Branded with the emoji smile, this guild is full 
of trolls and grifters. Organized only because it 
makes their trolling more efficient. Four 
members are stationed on Tutorial Island and 
they share 100 Sync between them. If their Sync 
reaches 0, they leave the island for good. If they 
are forced to respawn (due to taking a ton of 
damage, for instance), they respawn at their 
guildhouse, far away from Tutorial Island.
TomisGotAGun
Tomi (they/she), 19, film major. She loves lying 
about a powerful spell in Hafgan’s Hall (hex 2). 
She’s always high while logged on and likes to 
talk about obscure Korean horror films, to the 
dismay of her guildies. 
[D:3D6, B:3, I:8, M:4]
Fights with a greater gun (sniper) and a 
switchblade. Knows a buffing spell that 
grants each of her party members a d8 to 
their next contest.
BigJohnX07
Elle (she/her), 23, gas station attendant (3rd shift). 
She lives on zero-calorie energy drinks and 
Newport cigarettes. Doesn’t sleep. Always 
gaming. Simps after Falsify but is very 
embarrassed by it.
[D:2D8, B:4, I:10, M:8]
Fights with a katana and a bow. Can summon a 
large rat (d6) to aid her once per session.
6THE FERRY
THE HAPPY GUILD
/REMASTERED 43
Falsify
False (they/them), 28, sells nudes online. Lives in a 
high rise apartment in an undisclosed city. Doesn’t 
speak much. Plays this game way too much. 
Knows way too much. The only time they laugh is 
when newbs quit because of their trolling.
[D:4D6, B:6, I:10, M:6]
Fights with a neon sword. Can go berserk, 
letting them attack 12 times (guess their 
piercings <3).
SerialExperimentsJane
Janet (she/her), 19, nursing school dropout. 
Lives with her grandma and is in the process of 
transitioning. Looks up to Tomi and Elle. Fears 
False. Lies and says she’s only playing this game 
till she goes back to school.
[D:2D10, B:3, I:8, M:4]
Fights with a hand-canon and short sword. 
Can turn into a black cat for quick escapes and 
easy hiding.
PUGS ARE NOT MOBS. THEY ARE OTHER 
LIVING PEOPLE PLAYING .DUNGEON, 
JUST LIKE YOU. THIS MEANS THEY HAVE 
SYNC, RESPAWNS, AND LIVED 
EXPERIENCE. MOST OF THEM ARE KIND, 
LIKE YOU ARE, BUT SOME OF THEM, 
LIKE THE HAPPY GUILD, ARE TROLLS 
WHO LIKE TO MAKE EVERYONE ELSE’S 
EXPERIENCE A PAIN.� A
44 .DUNGEON/
A graveyard shaded by massive swords 
stabbing down into the ground. Moss 
creeps on every surface and the 
weathered tombstones no longer remember 
the names of those buried below.
In the center is a statue of Annwn as she tears 
fingers from her hand. An engraving lists the 
number of abandoned accounts (12,340), active 
accounts (174), and total deaths on the server 
(876,456).
A clocktower, partially collapsed. Bricks 
spill in from the roof onto the remains of 
the hour hand, stabbed into the floor. 
Books that were once filled with spells are 
scorched, ransacked, and torn to shreds. 
Pinned to the ground by the minute hand is the 
Loremaster, an NPC who dishes out beginner 
quests to those not ready to leave the island. He 
has information on every hex and doesn’t notice 
that he’s trapped.
If freed, he will travel with the players until 
they find another settlement. As long as he is in 
the party, all Lore rolls get +1.
Tiny cottages dug into the hills. Barrows 
drilled into the stems of mighty 
mushrooms. The wreckage of many 
draconic strafes. The friendly fungalfolk still 
reside here, though their numbers are thinner. 
Some are glitched in the ruins of homes.Others 
cower permanently in fear of the Dragon. 
TINNITUS. A buff red-topped mushroom with a 
mighty blade and dreams of slaying the Dragon. 
Will ride on a player’s back for 5 Bytes. While 
traveling with a player, they add +2 to Melee 
rolls. Refuses to leave Tutorial Island unless the 
Dragon is taken care of.
7
8
9
MAUSOLEUM OF 
ABANDONED 
ACCOUNTS
GHOST WATCH
MUSHROOM VILLAGE 
/REMASTERED 45
A
DID YOU KNOW? YOU CAN FIND SPELLS 
SCATTERED AROUND ANNWN. DID YOU 
FIND THE ONE IN THE TUTORIAL 
DUNGEON?�
ANCIENT WELL
BLACK POOL
10 A garden overgrown with wildflowers. They sing a different solemn tune depending on the shade of the sun. The 
ruins of gargoyle warriors lie scattered across 
the topiary. At the center, a large overturned 
stone slab reveals a rusted ladder down into a 
forgotten well.
• The bottom of the well drips with old water 
that etches small streams in the rocky 
floor. A discarded shield barricades the 
door on the left.
• 2 Shadow Skeletons spit glitched curses at 
all who enter their domain.
[SHADOW SKELETONS (D6); D:D12, 
B:2, I:8, M:-, DR: SHADOW FOIL]
• A deep pit carved with an elaborate form of 
artistic worship: Several gargoyles struggle 
to put Annwn’s disparate parts together. 
Climbing the enormous sculpture is the 
only way down. To traverse it, roll a contest 
against its 2d8’s. 
• At the bottom, two gargoyle statues are 
staged in a game of tug-of-war. Their prize? 
A locked chest. Inside is a scroll with the 
spell “Black Pool.”
You cast unholy light onto the bottom of the 
dungeon steps, flooding it with magical, black 
ichor. From its murky depths, Darkroot the 
Skeleton Prince crawls forth to answer a single 
question about the dungeon you’re in.
Skill: Dream
Cost: 7
• 10 varmints feast on Rosie, from Rosie’s Six 
Shooter. She has two simple guns on her 
hips, three mags on her chest, and a Pocket 
Lovebook over her heart.
[VARMINTS (10); D:D4,D20, B:2, 
I:6, M:12, DR:-]
46 .DUNGEON/
Includes every type of clip, magazine, and 
firearm ammunition. They are depleted at the 
end of every encounter and must be replaced.
Annwn had many lovers, as she was a very 
loving (if sad) god. This little book is held right 
over one’s heart in a chest pocket. It can be 
sacrificed to negate the Sync damage from one 
Gun attack.
MAGS
POCKET LOVEBOOK
ADDITIONAL EQUIPMENT BOLSTERS YOUR 
CHARACTER AND ALLOWS YOU TO 
CUSTOMIZE YOUR STYLE OF PLAY. 
SHIELDS, FOR INSTANCE, CAN ONLY BE 
WIELDED WITH SIMPLE WEAPONS AND 
INCREASE YOUR DEFENSE BY 1. FIND 
MORE INFORMATION ON (56.) �
A
Under a blue sun, the Wolves howl a 
mournful song for Annwn, their loving 
and sad mother. The mouth of the cave 
breathes slow and lumbered, its breath moist 
and sour.
• Three dead NPCs. Left as a warning. A bow 
with a quiver lays on one of their corpses.
Firing a ranged weapon requires a quiver. You 
cannot use a ranged weapon while in melee 
combat with a mob or PUG.
Includes anything that can carry ranged 
ammunition. If used, they are depleted at the 
end of the session and must be replenished. 
• A small pond where 300 bats sleep, clinging 
to the ceiling. A poisonous snake trap 
swims in the pond. The first to enter the 
pond rolls a skill contest against its d6 to 
avoid the poison bite.
You make all rolls using your Tilt dice. 
Respawning removes this status.
11THE WOLF CAVES
RANGED WEAPONS
QUIVER
POISONED
/REMASTERED 47
• A family of 6 Wolves protect their den, 
feasting on the newbs who have failed 
before you.
[WOLVES (6); D:D10, B:1*, I:12, 
M:10, DR: FASHION MATERIAL]
*Wolves gain a bonus equal to the number 
of Wolves present.
• The sun shines in through a crack in the 
roof, bathing a statue of Hafgan in light. 
Kneeling at the statue or leaving an offering 
grants your party a rest dice.
• The mother Wolf sleeps upon a pile of 
bones. She speaks to you in the human 
tongue. If you wish to kill her and take her 
legendary gun, she’ll oblige you in a fight. 
Otherwise, she will accept one party 
member as her knight, granting them the 
role of Wolf Knight.
[WOLF MOTHER (1); D:2D6X5, B:1*, 
I:12, M:2, DR: LUNACID]
*Wolf Mother summons a Wolf at the 
beginning of each round, and gains a bonus 
equal to the number of Wolves present.
WOLF KNIGHT. Once per session, howl up at the 
sun to summon a d6 Wolf to aid you.
Legendary Handgun. Doesn’t require clips if 
you’re playing at night (IRL). If used during an IRL 
full moon, insta-kills any undead d10 or lower.
ROLES
LUNACID
48 .DUNGEON/
Sapphires grow from the bark of the 
trees. Crystal-scaled lizards crawl 
among the roots and limbs. Each lizard 
is worth 2 supplies.
A mirror-surfaced pond awaits players. The 
fishing-tutorial NPC is pinned to a tree by a 
thousand arrows. A fishing rod lays at his feet.
A fishing rod and a body of water are required 
to fish. After casting your line, roll RNG +
Navigation, Animal Handling, or Vibes and 
compare with the chart below.
1-4. Useless junk. Gain 1 Material.
5-8. Common fish. Gain 1 Resource.
9-12. Small chest. Gain d4 Bytes.
13-19. Rare fish! Gain 1 Fashion Material.
20+. Giant Crab! Roll initiative.
[GIANT CRAB (1); D:D20, 
D12X5, B:5, I:12, M:2, DR: 
SUPER ROD]
A rare fishing rod held by only the highest 
caliber of fishers. When fishing with it, increase 
your RNG dice by 1 size type (d4 becomes d6, d8 
becomes d10, etc.).
12THE CRYSTAL WODE
FISHING
SUPER ROD
/REMASTERED 49
The tutorial ends when you leave the island. 
The rest of the book offers rules summaries for 
you to reference during play, the collected and 
expanded lore, and information for the Server 
to continue play beyond the island. 
*You’ve probably been taking a lot of damage. 
The first time you hit any threshold on the Sync 
chart below, you gain a rest dice. If the 
threshold indicates “Rest and Return,” you gain 
a rest dice every time you fall below that 
threshold, otherwise you only gain it when you 
first pass it. Sync cannot go above 100.
100. Rest and Return
80. Rest.
60. Rest and Return.
40. Rest.
20. Rest and Return.
0. Game Over.
THE END*
A
IF CRUSTWARRIOR 
ESCAPES WITH 
YOU, TURN TO 
(107.) AND 
FIGURE OUT WHO 
SHE IS BY USING 
THE PUG ROLL 
TABLES!�
50 .DUNGEON/
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Originally published in GameInformer, December 2003
/REMASTERED 51
Gear
RNSZabcTEUVWXYPQIJNGNROJEFHIJEKLMOP
There are four tiers of gear: simple, greater, 
rare, and legendary. Most of the gear you can 
buy in .dungeon is greater or simple. These two 
tiers are also craftable by players and NPCs 
using the in-game crafting system. Most gear 
aids players in contests, giving them bonuses to 
certain rolls or allowing them to forgo rolling at 
all (no need to roll to climb a mountain if you 
have climbing gear). 
Rare items include magical items, most foils, 
and unique pieces of gear. These items can only 
be crafted by specialized NPCs found 
sporadically throughout Annwn. Legendary 
gear are the most powerful items in the game, 
often using the haptic feedback of VR to create 
bleed between reality and the virtual world. 
These items were created by the developers of 
the game and are typically hidden behind 
dangerous dungeons, multi-faceted quests, or 
difficult challenges.
The NPCs who create rare items are coveted by 
.dungeon’s players. In particular, the Diamond 
Dogs guild have made it their duty to protect 
certain NPCs because if an NPC dies, whether by 
troll or freak accident, them and their unique 
items are gone forever. 
RARE NPCS
52 .DUNGEON/
RAM
Each character starts with a backpack that 
has ten inventory slots. Anything more needs 
to be put into storage or it sits on the ground 
as a little rotating sprite of a bag. Anyone can 
pick up items that have dropped like this. 
Each storage slot costs 1 Byte perweek and 
can be accessed at any storage chest (found 
within settlements). 
Speedrunners and PUGs know that stripping all 
armor and clothes off a character so they’re a 
naked mass of polygons gives +2 to platforming 
and initiative rolls. But they also know all 
incoming damage is increased by +2 as well.
Every new avatar starts with 3 Bytes, a knife, 
and basic traveler clothes.
NAKED
STARTING GEAR
/REMASTERED 53
BYTES
Bytes are the currency of .dungeon. They can only 
be gained by interacting with the game: traveling to 
far away places, fighting mobs, exploring randomly 
generated structures, and taking on quests. They 
are used for everything from buying gear, to 
casting spells, and uncovering secrets in the world.
A character gains 1 Byte (1b) per day as long as they 
log in and play. Traveling into a new hex for the 
first time also nets 1b. Defeating an encounter 
without taking Sync damage will gain the party an 
additional 1b each.
Last year, players discovered that an entire region 
of the map was unlocked once they accumulated 
enough Bytes, leading to speculation that the 
developers have hidden other things behind the 
Bytes Currency. Secret doors have been found in 
the tutorial dungeon. Some mobs are hidden until a 
certain number of Bytes are acquired. There are 
many secrets we’ve yet to uncover!
GAINING BYTES
THE HIDDEN WORLD 
OF BYTES
54 .DUNGEON/
WEAPONS
|----------------------------------------------------|
|WEAPONS |COST |DAMAGE TYPE |
|--------------|----------|--------------------------|
|SIMPLE |2 |SLASH/PIERCE/SMASH |
|--------------|----------|--------------------------|
|GREATER |4 |SLASH/PIERCE/SMASH |
|--------------|----------|--------------------------|
|RANGED |4 |PIERCE |
|--------------|----------|--------------------------|
|QUIVER |1 |-- |
|--------------|----------|--------------------------|
|SIMPLE GUNS |5 |GUN |
|--------------|----------|--------------------------|
|GREATER GUNS |7 |GUN |
|--------------|----------|--------------------------|
|MAGS |1 |-- |
|--------------|----------|--------------------------|
|NEON WEAPONS |10 |NEON |
|--------------|----------|--------------------------|
|CELL |1 (FOR 3) |-- |
|----------------------------------------------------|
One-handed swords, folding knives, gauntlets, 
brass knuckles, walking sticks, and other such 
weapons. You can use anything as your weapon 
since damage is determined by your skills.
Buster swords, katanas, scythes, big pairs of 
scissors, double sided blades, and other 
such weapons. You can use any large item as 
your weapon since damage is determined by 
your skills. 
Crossbows, longbows, blow darts, throwing 
stars, and other such ranged weaponry. Uses 
quivers. You can use anything shootable or 
throwable as your ranged weapon since 
damage is determined by your skills. You 
cannot use a ranged weapon while in melee 
with another combatant.
SIMPLE WEAPONS
GREATER WEAPONS
RANGED WEAPONS
/REMASTERED 55
Anything that can carry ranged ammunition. If 
used, they are depleted at the end of every 
session and must be replenished. 
Mostly hand-cannons, but includes any one-
handed ranged weapon. Your gun can have any 
aesthetic since damage is determined by your 
skills. Uses mags. 
Assault weapons, long-barrel weapons, and 
other such guns. Your gun can have any 
aesthetic since damage is determined by your 
skills. Uses mags. 
Every type of clip, magazine, and firearm 
ammunition. If used, they are depleted at the 
end of the encounter and must be replaced.
Laser swords, blaster rifles, and any other sci-fi 
weaponry. You can use any neon weapon 
aesthetically since damage is determined by 
your skills. Uses cells. Requires Arcanum skill.
All types of plasma, energy, and sci-fi 
ammunition. If used, they are depleted at the 
end of the round and must be replaced.
Can be affixed to any ranged weapon, allowing 
it to be fired from two movements away. 
Every weapon, spell, or magic item uses one of 
the following damage types. Certain mobs and 
entities are weak or immune to different 
damage types.
• Slashing
• Piercing
• Smashing
• Gun
• Neon
• Shadow
• Solar
QUIVER
SIMPLE GUNS
GREATER GUNS
MAGS
NEON WEAPONS
CELLS
SCOPE
DAMAGE TYPES
56 .DUNGEON/
ARMOR
|----------------------------------------------------|
|ARMOR |COST |DESCRIPTION |
|---------------|----------|-------------------------|
|HELMET/HAIRDO |1 F. MAT. |SACRIFICE TO NEGATE SYNC |
| | |DAMAGE |
|---------------|----------|-------------------------|
|POCKET LOVEBOOK|4 |ABSORBS 1 GUN ATTACK |
|---------------|----------|-------------------------|
|SHIELD |3 |-1 TO SYNC DAMAGE |
|----------------------------------------------------|
A stylish hat, helmet, or hairdo is more than just 
an aesthetic—it might save your life. Sacrifice it 
to negate the Sync damage of a single attack 
against you.
Annwn had many lovers, as she was a very 
loving (if sad) god. This little book is held right 
over one’s heart in a chest pocket. It can be 
sacrificed to negate the Sync damage from one 
Gun attack.
Shields can only be wielded alongside simple 
weapons and increase your Defense by 1.
HELMET/HAIRDO
POCKET ANNWN 
LOVEBOOK
SHIELD
/REMASTERED 57
EQUIPMENT
|----------------------------------------------------|
|GEAR |COST |DESCRIPTION |
|-------------|----------|---------------------------|
|BINOCULARS |2 |SEE INTO NEXT HEX |
|-------------|----------|---------------------------|
|CHALK |1 F. MAT. |FOR DRAWING |
|-------------|----------|---------------------------|
|CLIMBING GEAR|1 |BONUS TO PLATFORMING |
|-------------|----------|---------------------------|
|CLOTHES |1 |ANY YOU'D LIKE |
|-------------|----------|---------------------------|
|COMPASS |2 |POINTS NORTH OR TO NEXT | 
| | |SETTLEMENT |
|-------------|----------|---------------------------|
|CROWBAR |2 |BONUS TO STRENGTH |
|-------------|----------|---------------------------|
|DREAM JARS |10 |USED TO CATCH DREAM SLIMES |
|-------------|----------|---------------------------|
|FISHING ROD |4 |USED TO CATCH FOOD |
|-------------|----------|---------------------------|
|INSTRUMENT |2 F. MAT. |PLAY HIDDEN OST |
|-------------|----------|---------------------------|
|LADDER |2 |FOR CLIMBING/CROSSING |
|-------------|----------|---------------------------|
|LIGHTSOURCE |2 |LASTS 1 HOUR |
|-------------|----------|---------------------------|
|LOCKPICKS |1 |ROLL RNG TO OPEN A LOCK |
|-------------|----------|---------------------------|
|MATERIALS |5 |-- |
|-------------|----------|---------------------------|
|MOMENTO |1 |TAKES A PHOTO OF YOUR LAST |
| | |ADVENTURE |
|-------------|----------|---------------------------|
|NOISEMAKER |2 |CALLS A RANDOM ENCOUNTER |
|-------------|----------|---------------------------|
|SATCHEL |5 |3 EXTRA STORAGE SLOTS |
|-------------|----------|---------------------------|
|SPRAY CAN |1 F. MAT. |USED TO LEAVE YOUR TAG |
|-------------|----------|---------------------------|
|SUPPLIES |1(FOR 3) |-- |
|----------------------------------------------------|
58 .DUNGEON/
Three-level zoom in to scout the surrounding 
area. +2 to navigation.
Stick of whitechalk for drawing. Dye is 
required for other colors.
Can be used for stunts (includes rope & pitons) 
and allows you to climb all climbable surfaces 
without a roll.
Any clothes you’d like to buy can be bought 
after character creation.
Small, silver compass. Points due north or to 
the nearest settlement, depending on how you 
set it.
A simple weapon that allows you to open chests 
or jammed doors without a roll.
A black and purple orb used to capture Dream 
Jellies. Use your action to throw it during an 
encounter. Roll RNG + Dreams over the Jelly’s 
Morale to capture. Once captured they can be 
named, played with, and cared for. The process 
of raising a Dream Jelly into a unique pet will be 
detailed in a future supplement.
A resource used to craft dyes and buy 
decorations. Fashion Materials can be acquired 
through rare mob drops, found in dungeon 
chests, or traded for at the Auction House. 
Allows players and NPCs to spend time fishing.
Guitars, keyboards, synths, drums, and all other 
instruments. Each avatar starts with the ability 
to play one of the OST’s twelve hidden songs, and 
everyone can learn them by watching another 
player perform them. Some dungeon doors are 
locked behind the songs, and a dungeon in 
Hawthorne’s wastes will only reveal itself if you 
play all twelve songs on the same instrument.
BINOCULARS
CHALK
CLIMBING GEAR
CLOTHES
COMPASS
CROWBAR
DREAM JAR
FASHION 
MATERIALS
(F. MAT.)
FISHING ROD
INSTRUMENT
/REMASTERED 59
A 20’ ladder that can be used to climb, bridge 
gaps, or platform without a dice roll.
Flashlights, lanterns, floating orbs. Each lasts 
for one hour of in-game time after being lit. 
Sheds bright light, allowing you to see in the 
dark. If used in dungeons, random encounter 
ranges are increased by 1.
Allows you to unlock doors, chests, or other 
locks without a roll. 
A resource used to craft items, vehicles, and 
buildings. Materials are dropped from mobs, 
collected from the world (by destroying trees, 
rocks, etc.), and found in chests. To build an item 
from scratch requires the same number of 
Materials as it costs to buy.
Creates a photograph of you and your party 
members on the last adventure you went on. 
The game’s scrapbook does not take up an 
inventory slot.
A strange crank horn that makes the most 
annoying sound imaginable (a sharp note 
sampled from a kid’s cat keyboard). 
Automatically calls a random encounter based 
on your location.
A cute tote or sling bag. Has 3 extra storage slots.
Three uses per can. Spray your unique tag on 
dungeon walls to show how far you made it.
A resource used to travel between hexes and 
upkeep different pieces of gear. If something 
says you need “X supplies,” it means it costs that 
many supplies each time you use it. Supplies 
are expensive to buy, but are commonly 
dropped by most mobs.
LADDER
LIGHTSOURCE
LOCKPICKS
MATERIALS
MOMENTO
NOISEMAKER
SATCHEL
SPRAY CAN
SUPPLIES
60 .DUNGEON/
FOILS
|----------------------------------------------------|
|FOIL |COST |DESCRIPTION |
|---------------|----------|-------------------------|
|ARYA’S FOIL |4 |HEALS YOUR STATUSES |
|---------------|----------|-------------------------|
|CARD PACK |1 |RNG CHANCE TO GET A |
| | |RANDOM FOIL |
|---------------|----------|-------------------------|
|DRURY’S FOIL |10 |REVIVES 1 ALLY BEFORE |
| | |THEY RESPAWN |
|---------------|----------|-------------------------|
|DUNGEON FOIL |3 |REMOVES YOU & 1 ALLY FROM|
| | |A DUNGEON OR ENCOUNTER |
|---------------|----------|-------------------------|
|HAFGAN'S FOIL |10 |HEALS ALL STATUSES FOR |
| | |YOU & ALLIES |
|---------------|----------|-------------------------|
|HEALING FOIL |5 |HEALS D6 SYNC | 
|---------------|----------|-------------------------|
|LUCKY FOIL |4 |REROLL 1 RNG ROLL |
|---------------|----------|-------------------------|
|SHADOW FOIL |4 |IMBUE WEAPON WITH SHADOW |
|---------------|----------|-------------------------|
|SOLAR FOIL |4 |IMBUE WEAPON WITH SOLAR |
|----------------------------------------------------|
There’s a sect of players obsessed with 
.dungeon’s pseudo-collectible card game. Card 
packs have a small chance of containing Foils, 
holographic cards that act as one-use magic 
items in place of potions and other 
consumables. The game’s true card-heads 
believe there’s a connection between Aspect 
cards and the collectible card game.
/REMASTERED 61
Insert into yourself or any other target to heal 
all statuses.
Pack of 5 random cards. Roll RNG 4+ to pull a 
Foil, and roll for type.
Insert into a freshly tilted ally to revive them 
before they respawn elsewhere.
Insert into the ground to remove yourself and 
one ally from a dungeon or encounter, taking 
you back to the nearest settlement.
Insert into yourself to heal all statuses afflicting 
you and your allies.
Insert into yourself or any other target to 
automatically heal d6 Sync.
Insert into yourself to reroll one RNG roll.
Insert into your weapon to imbue it with 
shadow damage. Insert it into your armor to 
negate the next shadow damage you take.
Insert into your weapon to imbue it with solar 
damage. Insert it into your armor to negate the 
next solar damage you take.
ARYA’S FOIL
CARD PACK
DRURY’S FOIL
DUNGEON FOIL
HAFGAN’S FOIL
HEALING FOIL
LUCKY FOIL
SHADOW FOIL
SOLAR FOIL
62 .DUNGEON/
PETS
|----------------------------------------------------|
|PET |COST |UPKEEP|DESCRIPTION |
|---------------|------|------|----------------------|
|DUNGEON CAT |5 |1 |SITS ON CURSED |
| | | |OBJECTS, PEES ON TRAPS|
|---------------|------|------|----------------------|
|LIZARD |3 |1 |LOVE MAGIC AND BYTES |
|---------------|------|------|----------------------|
|PUP |3 |1 |BARKS WHEN HOSTILE |
| | | |MOBS ARE NEAR |
|---------------|------|------|----------------------|
|SNAKE |4 |1 |CAN BE FED ANY ITEM, |
| | | |1/MONTH |
|---------------|------|------|----------------------|
|SONGBIRD |3 |1 |HAS A UNIQUE SONG |
|---------------|------|------|----------------------|
|TURTLE PRIEST |4 |2 |EATS SPELL TEXTS TO | 
| | | |GAIN THEIR POWER |
|---------------|------|------|----------------------|
|WAR DOG |5 |2 |CAN SMELL PVPERS |
|----------------------------------------------------|
Some friendly mobs can be purchased or taken 
on as pets, but they will require your care and 
attention. Each one is stored in a glassy, 
softball-sized Pet Jar, and only one can be 
released at a time. While released they will 
follow you and perform their tasks to the best 
of their abilities.
The upkeep cost listed next to each pet is the 
number of supplies it costs each day to keep 
them fed and watered.
UPKEEP
/REMASTERED 63
Pretty kitty of a random breed. Loves scratching 
things, sleeping in rays of sun, and eating fish. 
Sits on cursed objects and pees on traps.
A palm-sized lizard of a random breed. Loves 
eating bugs and laying on hot rocks. Easily 
distracted by any source of magic and any 
number of Bytes.
Cute dog of a random breed. Loves meat, pets, 
and playing fetch. Barks when hostile mobs are 
nearby. If left to roam all night, has a 5% chance 
of digging up d4 Bytes.
Several feet of reptilian length. Loves cuddling. 
Can eat and digest any item you give it, over the 
course of a week. Eats once a month.
Tiny, beautiful birds with expressive faces. 
Each is generated with their own unique, 
single-bar melody.
Shin-high turtles, each generated with their 
own unique hat. Can eat anyscroll or spell tome 
to gain its power. If they eat 20 spells they 
become a Fortle.
Big dog of a random breed. Loves big plates of 
pasta and ridiculously-sized bones. Growls 
when PvPers are nearby and can track their 
scent. Grants +1 to Melee.
DUNGEON CAT
LIZARD
PUP
SNAKE
SONGBIRD
TURTLE PRIEST
WAR DOG
Talk to your turtle during
an eclipse to discover the
location of the nearest
spell.
64 .DUNGEON/
TRANSPORTATION
|----------------------------------------------------|
|TRANSPORT |1 TRIP |OWN |UPKEEP |
|-----------------------------|-------|------|-------|
|SKATEBOARD |-- |2 |-- |
|-----------------------------|-------|------|-------|
|ROLLERBLADES |-- |2 |-- |
|-----------------------------|-------|------|-------|
|GLIDER |-- |4 |-- |
|-----------------------------|-------|------|-------|
|WINGSUIT |-- |7 |1 |
|-----------------------------|-------|------|-------|
|HORSE |5 |10 |3 |
|-----------------------------|-------|------|-------|
|GIANT LIZARD |5 |12 |3 |
|-----------------------------|-------|------|-------|
|SPIDER ENVOY |5 |12 |3 |
|-----------------------------|-------|------|-------|
|TAMED DREG |7 |15 |5 |
|-----------------------------|-------|------|-------|
|87 CHEVALIER ANTELOPE |-- |30 |10 |
|-----------------------------|-------|------|-------|
|TOY TROLL AE86 |-- |30 |10 |
|-----------------------------|-------|------|-------|
|PYTHON SR1 |-- |45 |12 |
|-----------------------------|-------|------|-------|
|LAMB MARTINI MIURA |-- |50 |12 |
|-----------------------------|-------|------|-------|
|91 FJORD ADVENTURER |-- |30 |10 |
|-----------------------------|-------|------|-------|
|SUBLUE SANDBAR |-- |25 |5 |
|-----------------------------|-------|------|-------|
|UW SCARAB |-- |35 |12 |
|-----------------------------|-------|------|-------|
|TRAIN |5 |250 |25 |
|-----------------------------|-------|------|-------|
|TELEPORTATION CIRCLE |15 |300 |1 |
|-----------------------------|-------|------|-------|
|SIMPLE AIRSHIP |15 |500 |25 |
|-----------------------------|-------|------|-------|
|GREATER AIRSHIP |25 |1,000 |30 |
|----------------------------------------------------|
/REMASTERED 65
Players who purchase a vehicle need to pay its 
upkeep cost once each session it is used. This 
covers fuel and general maintenance.
Besides doing sick tricks and stunts, these 
vehicles allow you to move twice as far during 
combat encounters.
The glider is the biggest transport that can be 
kept in your inventory. It allows you to fall from 
great heights and cross into an adjacent hex 
without taking a random encounter.
When purchased, your clothes and armor are 
altered to fit the wingsuit. It grants the same 
benefits as a glider while also letting you 
perform airborne stunts in combat.
A beautiful horse of a random breed. Enjoys 
carrots and horseplay. Can carry 5 additional 
inventory slots.
A big, colorful lizard of a random breed. Enjoys 
eating big bugs and prefers desert terrain. Allows 
you to climb even unclimbable mountains.
Eight-legged princesses of Luna, the spider queen. 
These envoys are found in forest terrain and 
enjoy scritches. Can carry two players at once.
Raptor-like creatures covered in multicolored 
feathers, which use their large beaks to break 
their prey. They are the fastest creatures in 
.dungeon, reducing random encounter checks 
to every 2nd hex.
Two-door, matte colors. 10 extra storage slots. 
Travel freely across Annwn as long as you can 
afford the upkeep.
Two-door, silver and black, speedster. Travel 
freely across Annwn as long as you can afford 
the upkeep.
Two-door sports car, gloss colors. Travel 
freely across Annwn as long as you can afford 
the upkeep.
UPKEEP
SKATEBOARD/
ROLLERBLADES
GLIDER
WINGSUIT
HORSE
GIANT LIZARD
SPIDER ENVOY
TAMED DREG
87 CHEVALIER 
ANTELOPE
TOY TROLL AE86
PYTHON SR1
66 .DUNGEON/
Two-door sports car, gloss colors. Travel 
freely across Annwn as long as you can afford 
the upkeep.
Four-door SUV, bland colors. 15 extra storage 
slots. Travel freely across Annwn as long as you 
can afford the upkeep.
Two-door flatbed pickup, white. 25 extra storage 
slots. Travel freely across Annwn as long as you 
can afford the upkeep.
Two-door round car, yellow. 5 extra storage 
slots. Travel freely across Annwn as long as you 
can afford the upkeep.
Various train tracks criss-cross Annwn’s 
surface and underground. One ticket buys you 
near-instant transport between any two 
connected settlements. Buying a train means 
building your own track between two 
settlements. After construction, you receive an 
extra 2 Bytes every time you log on, 
from people using 
the track.
LAMB MARTINI 
MIURA
91 FJORD 
ADVENTURER
SUBLUE SANDBAR
UW SCARAB
TRAIN
Artist rendition of when they
accidentally fused an NPC
with their car.
/REMASTERED 67
Large circle of marble and granite, carved with 
intricate hand signs which facilitate magical 
transportation. Unlike trains, all teleportation 
circles are linked to each other. As long as they 
are both powered, you can use one to travel any 
distance to any other teleportation circle.
Buying a circle means buying an unused or 
unpowered one, or building a new one within a 
new settlement or guildhall. These do not get 
you any extra Bytes, but they help to 
interconnect Annwn.
Two to four seats. 10 storage slots. Can travel 
freely over the server with no risk of random 
encounters. Buying one trip means paying an 
NPC or Player Character to pick you up and take 
you to a destination. The price does not include 
a ride back. Buying your own simple airship 
means you get to design it. Upkeep includes 
storing it in a settlement.
Larger, commercial vessels. 50 storage slots. 
Buying one trip means getting a ticket between 
two settlements. The flight lasts ten minutes of 
game time and allows for the guests to mingle. 
Certain NPCs only spawn on airships, including 
unique merchants.
Buying your own greater airship means you 
get to design it. Upkeep includes storing it in 
a settlement.
TELEPORTATION 
CIRCLE
SIMPLE AIRSHIP
GREATER AIRSHIP
68 .DUNGEON/
STRUCTURES
|----------------------------------------------------|
|STRUCTURE |1 NIGHT|OWN |UPKEEP |CONSTRUCTION|
|----------------|-------|------|-------|------------|
|PERSONAL ROOM |1 |25 |-- |1 DAY |
|----------------|-------|------|-------|------------|
|JOB BOARD |-- |25 |-- |1 DAY |
|----------------|-------|------|-------|------------|
|DEFENSE TOWER |-- |100 |1 |3 DAYS |
|----------------|-------|------|-------|------------|
|LESSER HOUSE |-- |125 |5 |1 WEEK |
|----------------|-------|------|-------|------------|
|ARENA |1 |150 |5 |1 WEEK |
|----------------|-------|------|-------|------------|
|GUILDHALL |-- |150 |5 |3 DAYS |
|----------------|-------|------|-------|------------|
|MARKET |-- |150 |5 |3 DAYS |
|----------------|-------|------|-------|------------|
|GREATER HOUSE |-- |200 |10 |1 WEEK |
|----------------|-------|------|-------|------------|
|INN |1 |225 |7 |1 WEEK |
|----------------|-------|------|-------|------------|
|TAVERN |1(3 |225 |7 |1 WEEK |
| |DRINKS)| | | |
|----------------------------------------------------|
A building’s upkeep cost is only required if you 
builtor own the structure. It measures the 
number of resources needed to keep the 
building up and running every IRL month.
A room with a single bed in another existing 
structure. Buying one gives you a place to 
decorate, and on your birthday all the NPCs 
you’re friendly with will show up for a 
birthday party.
A small structure that sits in the center of town. 
Players and NPCs can post jobs which draw 
even more NPCs and players to the town.
UPKEEP
PERSONAL ROOM
JOB BOARD
/REMASTERED 69
A small structure that sits on the outer edge of 
a settlement, granting all its NPCs +1 defense. 
Building one spawns a ranger NPC who 
collects supplies and resources for the 
settlement. No settlement can have more 
than four defense towers.
If all four are built, construction on a 
ranger guildhall begins immediately, 
and finishes after three days. This 
grants a low percentage chance 
for ranger allies to arrive 
and assist
the settlement. 
A modest house with 1-2 rooms. 
Buying one gives you a place to 
decorate. Building one will spawn 
a random NPC to live in it.
A large structure with a 
performance area and seating for 
50. Building one spawns three 
soldier NPCs who have an intense 
rivalry and will fight every
Friday night.
DEFENSE TOWER
LESSER HOUSE
ARENA
The Solemn Tower only reveals itself during IRL rainfall. 
70 .DUNGEON/
A small structure for a guild to decorate and call 
their own. Includes 20 slots of shared storage, a 
shared bank where members can store their 
Bytes, and a Respawn Anchor which, when 
active, allows all members to respawn at it 
instead of the nearest settlement. The Respawn 
Anchor can be moved by the Guild Leader.
GUILD BANNER. Costs 3 Fashion Materials, lasts 
for a single encounter.
A large structure that connects the settlement 
to the server Auction House, allowing trades to 
be made over long distances. 
Larger house with 2-4 rooms. Buying one gives 
you a place to decorate and a place for your 
party members to live. Building one will spawn 
two random NPCs to live in it, with a chance of 
them falling in love and making more NPCs.
Larger house with 4 small rooms upstairs and a 
serving area downstairs. Buying one gives you 
an additional 3 Bytes each day you log on. 
Building one spawns an Innkeeper NPC and 
allows traveling NPCs to stop by.
Smaller house with one large serving area. 
Buying one gives you an additional 3 Bytes each 
day you log on. Building one spawns a 
bartender and a chef NPC and allows traveling 
NPCs to arrive. This also creates a space for 
NPCs to mingle and possibly start relationships, 
which can grow the settlement.
GUILDHALL
MARKET
GREATER HOUSE
INN
TAVERN
/REMASTERED 71
SERVICES
|---------------------------------|
|SERVICES |COST |
|----------------------|----------|
|ADVENTURE COMPANION |1 BYTE/DAY|
|----------------------|----------|
|TEXT MESSAGE PARTNER |1 BYTE/DAY|
|----------------------|----------|
|KINKY DUNGEON FRIEND |2 BYTES/ |
| |DUNGEON |
| |FLOOR |
|---------------------------------|
These PUGs hire themselves out to go on 
adventures with other online players. They 
grant a +2 to dice rolls they can help with. 
These PUGs offer company to folks who want 
someone to talk to. Texting with them grants 
you a +1 to all Presence rolls for the day.
These sex workers are PUGs with high-level 
avatars who offer a unique experience. It’s part 
dungeon crawl assistance and part kinky fun. 
It’s not for everyone, but .dungeon devs haven’t 
shied away from creating a safe space for sex 
workers to offer their brand of entertainment. 
They grant a +2 to all rolls.
ADVENTURE 
COMPANION
TEXT MESSAGE 
PARTNER
KINKY DUNGEON 
FRIEND
72 .DUNGEON/
LEGENDARY ITEMS
These are unique and powerful items that often 
bleed IRL into the virtual world. They are found 
in the most dangerous dungeons, at the end of 
long and complicated quest chains, or as 
rewards for hidden world events.
ARAWN’S MIRROR.
A glass hand-mirror with thin veins of blood 
pumping around the frame in off-beat 
rhythms. The holder can gaze into the mirror 
to create a duplicate of themself. The holder 
can control the duplicate while staring into 
the mirror, which shows what the duplicate 
can see. When not looking into the mirror, the 
duplicate acts of its own volition as any other 
NPC might.
BLACK ROSE.
A handcannon of black metal and gold that 
shoots blooming, ruby bullets. Every attack 
with a rose bullet adds +d6 to the contest. The 
Black Rose starts with a rose bullet for every 
flower/plant in the player’s IRL playing area.
DOG WHISTLE.
A bone whistle carved with a hundred, 
snarling, hound fangs. When blown, a war 
dog is summoned in-game for every dog in 
your IRL house.
NIRVANA.
A glorious staff topped with a golden phoenix, 
once held by Hafgan himself. Once per session 
you can spread the phoenix’s wings, causing 
all party members’ attacks to do +3 solar 
damage for the encounter.
SCAPEGOAT.
A cute, fluffy sheep doll that rests neatly on 
any backpack. Always smiling. You can put any 
number of Bytes into it each day. The 
scapegoat can negate an amount of damage 
equal to the Bytes put into it. Each point of 
damage removes a Byte. When it runs out of 
Bytes, it frowns.
/REMASTERED 73
LEGENDARY ITEMS
TEAM SPECIAL.
A baseball bat of twisted wood, branded as an 
“Annwn Slugger.” Functions as a simple 
weapon. Once per encounter, you can perform 
a combo attack with another party member, 
adding both of your attack rolls together to 
make one, combined Contest.
THE HORN OF DRAGOON.
Carved from the tooth of Annwn. This spiral 
horn, with its three separate openings, 
charms all Dragons who hear it. While 
charmed they will do as commanded, but 
they do not do it kindly.
THE RING OF MELANCHOLY.
A one of a kind ring, carved from 
the sadness of Annwn. Once per 
day, the wearer can tell a sad 
story which inflicts a special 
condition called “Sadness” to all 
within earshot. Sadness makes 
their avatar cry uncontrollably 
for 10 minutes, leaving them 
motionless.
TOME OF DREAMS.
The obsidian-bound text that acted as the 
foundation of the Abrellian Academy. When 
opened, all entities in the vicinity, excluding the 
opener, fall asleep and must fight their “inner 
demon” in a liminal dream space to wake up.
WINTER CLOAK.
A cloak of white fog and ice that blows with its 
own wind. During the winter months, the 
wearer can cross any source of water, as their 
footsteps freeze and leave behind small 
lilypads of ice.
|--------------|
| INNER DEMON |
|--------------|
|DICE |2D6X2 |
|-------|------|
|BONUS |4 |
|-------|------|
|INIT |8 |
|-------|------|
|MORALE |-- |
|-------|------|
|DROPS |2X |
| |DREAM |
| |MAT. |
|--------------|
74 .DUNGEON/
NROGNROJESZabJEYPQIKLMOcTVWXNNSZL
NROGNROJESZaEYPQIKLMOcTEUVWXNNSZLN
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Originally published in PC Gamer, December 2000
/REMASTERED 75
Magic
The game’s current patch uses shadow magic, a 
magical art created by Annwn herself. By 
combining Bytes with hand signs that either do 
or don’t cast a shadow, you can create strange 
and sometimes helpful effects. Spells are 
discovered on scrolls, inside of tomes, and 
carved on dungeon walls. There is no 
centralized school of magic or a way to begin 
the game as a spellcaster anymore.
To learn these spells you must find a scroll, 
book, or carving that demonstrates the hand 
signs. Some PUGs are kind enough to pass on 
spells they’ve learned to others, but they have 
to be demonstrated in-game. Following a 
diagram on the wiki can teach you the hand 
signs, but your character won’t know the spell 
until they study it or are taught it. PUGs usually 
charge upwards of 50 Bytes to teach you one of 
their spells.
RNSZabcTEUVWXYPQIJNGNROJEFHIJEKLMOPLEARNING SPELLS
.dungeon’s options menu lets players toggle off 
spellcasting’s extensive hand movements. Some 
players prefer voice commands or the 
spellcasting menu where you simply use 
buttons to input the proper hand signs in the 
correct order.
ACCESSIBILITY
76 .DUNGEON/
Any single entity, player character, or PUG that 
is on the field of battle, including the caster.
The entity casting the spell.
Everything considered to be in combat at the 
time, in melee and range. If something is nearby 
but not present in the combat, it is not 
considered to be “in the field of battle.”
Removes the target’s current dice without a 
contest roll. If a mob is made of more than one 
dice, only the current dice is destroyed.
All entities and space that is within melee range 
of the target.
Magic that can be cast out of turn order. Using 
a spell to interrupt costs 3 extra Bytes and 
counts as your next up-coming turn. If the 
spell cancels an action that is being 
performed, or changes the conditions for 
whoever’s turn it is, that person gains another 
movement to use immediately.
If a spell calls for a dice roll, use the listed Skill.
TARGET
CASTER
FIELD OF BATTLE
AUTO-DESTROY
AREA
INTERRUPT
SKILL
TERMS
/REMASTERED 77
SPELLS
You enshrine a party member’s head with a 
fiery crown, allowing them to auto-destroy a 
single mob up to a d10.
Skill: Magic
Cost: 5
You cast unholy light onto the bottom of the 
dungeon steps, flooding it with magical, black 
ichor. From its murky depths, Darkroot, the 
Skeleton Prince, crawls forth to answer a single 
question about the dungeon you’re in.
Skill: Dream
Cost: 7
Create a circle with your hand to encase one 
target in a bubble that floats above the 
battlefield. The target may roll Tilt to end this 
effect. Any damage to the bubble pops it. A 
falling target is stunned until their next turn.
Skill: Magic
Cost: 5
The magic of the elk hand sign grants each 
party member a d8 to add to their next roll.
Skill: Dream
Cost: 4
A surface becomes an entrance into a liminal 
cellar big enough to hold five party members. If 
the door is shut from the inside, the space is 
impenetrable. It lasts for up to thirty minutes.
Skill: Magic
Cost: 7
ANGEL’S FURY
BLACK POOL
BUBBLE
BUFF
CELLAR DOOR
78 .DUNGEON/
Draw a space around two targets. For one 
encounter, all damage inside or from outside 
the circle is voided. Entities inside can’t attack 
anyone outside without breaking the circle.
Skill: Magic
Cost: 7
Shadow tentacles rise from the surrounding 
surfaces, grappling up to four entities of d6 dice 
or lower.
Skill: Magic
Cost: 5
Transform your avatar into an entity matching 
the environment, like a vase, chest, or plant. 
This illusion stays until you are attacked or 
make an attack.
Skill: Magic
Cost: 4
Heal wounds, young and old, by soothing the 
energy around you. Regain d10 Sync.
Skill: Magic
Cost: 7
Draw the essence of another door upon the 
door in front of you. They are now linked 
forever for you and your party members.
Skill: Dream
Cost: 25
Reach into Detritus and pull something free. 
Choose two entities in addition to yourself to 
survive. Destroy all other entities in the area. 
Skill: Magic
Cost: 25
Split a copy off of yourself. You can puppet 
them through hand signs, but they still move 
and act when you aren’t controlling them.
Skill: Magic
Cost: 10
CIRCLE OF 
PROTECTION
DARK TENDRIL
DISGUISE SELF
HEAL
LIMINALIS
METEOR
MIMICRY
/REMASTERED 79
Encase a hostile entity in your hand and 
permanently remove it from the field of battle. 
Skill: Magic
Cost: 25
Can only be cast when you reach 0 Sync. 
Sacrifice your avatar and your influence over 
Annwn to give the party 20 Sync.
Skill: Magic
Cost: 15
With a few quick motions, turn one hostile entity 
into a chicken. This lasts until they are attacked.
Skill: Magic 
Cost: 10
Eclipse the sun with your hand. The halo of light 
auto-destroys d4 entities in the field of battle.
Skill: Magic
Cost: 8
Create an area for Fallminx to land. Fallminx 
counts as a d20x2, looks like a gargantuan 
gargoyle, and wields a mighty scythe.
Skill: Dream
Cost: 10
Escape through velvet curtains, returning to 
the last settlement you visited.
Skill: Magic
Cost: 8
Hide a single entity from all eyes. 
Skill: Magic
Cost: 7
Add to the dungeon, change the architecture. A 
new wall is created from surrounding material, 
connecting two nearby walls of your choice.
Skill: Dream
Cost: 10
OBLITERATE
OMEGA
POLYMORPH
SOLAR FLARE
SUMMON FALLMINX
TELEPORT
VANISHMENT
WALL
80 .DUNGEON/
.dungeon doesn’t stop when you log out. 
Between sessions, time for the PCs in the game 
world passes at the same rate as IRL time. This 
means that you are always playing .dungeon, 
even when you’re not logged on. Annwn is a 
world parallel to our own, that persists 
alongside our own.
A typical .dungeon campaign will involve a 
session of adventure followed by a gap of 
downtime until the next session. The Server 
might talk to the players over discord or text 
message, asking them what their character is 
up to during these gaps. A player might want to 
log on and do some shopping in town. Or a 
player might have a friend they want to check 
in on. These things can happen (personal time 
permitting) while not having a full session, 
through talking and maybe rolling some dice 
when necessary.
If you are always playing, and if time passes at 
roughly the same pace as reality, what about 
things that take more time than you have during 
a given night? Firstly, there aren’t many things 
like that in .dungeon except maybe grinding for 
drops or traveling over very long distances.
Secondly, .dungeon has a golden rule: Whenever 
you sit down to play, if you want to take an 
action that requires more time than you have 
to play, it can be done retroactively. In other 
words, it happened during downtime. As long 
as you have the Materials and the means, any 
long-term goal (shopping, talking to friends, 
grinding mobs, normal MMO tasks) can be 
accomplished retroactively.
XYPQIJNGRNSZabcTEUVEKLMOWNROJEFHIJP
TIME
Continuing the Game
/REMASTERED 81
The eye of the sad god, pixelated and glowering. 
Like our moon here on Earth, the sun waxes and 
wanes, opening and shutting different amounts 
depending on how the eye is feeling. This activity 
changes the virtual world’s global lighting, 
shifting it in density, brightness, and even hue. 
Roll 2d6 to see what the sun looks like today.
2. FURIOUS CRIMSON. Open wide, pupil 
miosis, harsh and sharp shadows.
3-5. CONFUSED ORANGE. Open wide, pupil 
dilated, long and blotchy shadows.
6-8. TIRED PURPLE. Three-quarters shut, 
wavering pupil, foggy and blurry shadows.
9-11. MELANCHOLIC BLUE. Half shut, watery 
pupil, no shadows.
12. ASLEEP NAVY. Fully shut, humming 
pupil, faint and dying shadows.
THE SUN
Continuing the Game
82 .DUNGEON/
|----------------------------------------------------|
|MONTH |FURIOUS |CONFUSED |TIRED |
|----------|-------------|-------------|-------------|
|JANUARY |REROLL ALL |-- |-- |
| |REST DICE | | |
|----------|-------------|-------------|-------------|
|FEBRUARY |-- |-- |MAX HEALING |
|----------|-------------|-------------|-------------|
|MARCH |-- |-- |SECRET DOORS |
| | | |REVEALED |
|----------|-------------|-------------|-------------|
|APRIL |THE WYLD HUNT|-- |-- |
|----------|-------------|-------------|-------------|
|MAY |SCROLL TOAD |-- |-- |
|----------|-------------|-------------|-------------|
|JUNE |-- |NEW PLAYER |-- |
| | |CURSE | |
|----------|-------------|-------------|-------------|
|JULY |-- |DRAGON SPAWN |-- |
|----------|-------------|-------------|-------------||AUGUST |-- |-- |WEREWOLVES |
|----------|-------------|-------------|-------------|
|SEPTEMBER |-- |GLICH RITUAL |-- |
|----------|-------------|-------------|-------------|
|OCTOBER |-- |-- |DOUBLE ALL B | 
| | | |GAINED |
|----------|-------------|-------------|-------------|
|NOVEMBER |FOX TOKENS |-- |-- |
|----------|-------------|-------------|-------------|
|DECEMBER |-- |HAFGAN’S |TIRED |
| | |SNAKE UNTHAWS| |
|----------------------------------------------------|
After being severed, the left hand of Annwn 
joined the Sun in the sky as a celestial body. It 
rotates on a constantly shifting axis which puts 
it in varying degrees of eclipse with the Sun. 
When the correct eye and its proper hand sign 
coincide, Annwn casts her magic on the world. 
Every session, roll a d10. On a 1, there’s an 
eclipse. There can only be one eclipse each 
calendar month.
ECLIPSES
/REMASTERED 83
No shadows are cast when the sun is 
melancholic, so there are no eclipses.
When the sun sleeps and the hand passes in 
front of it, it creates a null magic aura for the 
entire server. Casting magic has no effect. 
Creatures who cast magic are vulnerable, and 
magical enchantments, auras, and protections 
(such as illusions) are dispelled.
FURIOUS HORSE.
If a Rest Dice is rolled during this eclipse, it 
must be rerolled and the second number must 
be used. For better or worse.
TIRED BULL.
All healing from Rest Dice, spells, and foils is 
maximized during this eclipse.
TIRED CROW.
The illusion magic which hides secret doors 
within Annwn’s dungeons is broken, revealing 
them. During this eclipse, secret doors are 
marked with the symbol of the tired Eye.
FURIOUS HOUND.
The Wyld Hunt event begins. This is known as 
Arawn’s Revenge, as the Drowned King’s 
influence spreads and his Black Hounds begin 
their hunt. All servers are bathed in a full and 
total red. Those lucky enough to defeat a Black 
Hound get an invite to Arawn’s castle.
FURIOUS FROG.
All Legendary catches while fishing are the 
Scroll Toad. If given a proper gift, the Scroll 
Toad will give you a single-use scroll that can 
summon him. When summoned, the Scroll Toad 
will devour one entity for you before vanishing.
CONFUSED ELEPHANT.
Users who join and create their first character 
during this eclipse are “cursed.” They grow a set 
of unique horns on their head and begin with 
an invitation to Mazmorra, the cursed dungeon.
MELANCHOLIC
ASLEEP
JANUARY
FEBRUARY
MARCH
APRIL
MAY
JUNE
84 .DUNGEON/
CONFUSED CUB.
Users who join and create their first character 
during this eclipse are born from the mouth of 
the Dragon on Tutorial Island. They gain a patch 
of scales that they can customize to their liking 
and are able to understand the Ancient Tongue 
of Dragons.
TIRED WOLF.
Players and NPCs inflicted with lycanthropy 
take on their Werewolf forms during this 
eclipse. If they don’t find a cure by the end of 
the eclipse, they are stuck in Werewolf form 
until the end of the next Tired Wolf eclipse.
CONFUSED BUTTERFLY.
Only during this eclipse can a powerful 
spellcaster attempt to become a gLich. 
TIRED GOOSE.
All Bytes gained or found during this eclipse are 
doubled. Each shop has a 50% chance to double 
their prices for the rest of the week.
FURIOUS FOX.
Mobs have a chance of dropping Fox Tokens, 
which can be offered to foxes in-game. If a fox 
accepts your token, they are bound to you and 
will follow you as any other pet would. Foxes 
grant +2 to Vibes and Navigation.
CONFUSED SNAKE.
Inside Hafgan’s grave, his snake mount rests. 
Only during this eclipse does he awaken. See his 
stat block later on (124.) for more information.
JULY
AUGUST
SEPTEMBER
OCTOBER
NOVEMBER
DECEMBER
/REMASTERED 85
Abandoned accounts become
NPCs in the fungal forest
north of Tutorial Island.
86 .DUNGEON/
THE WOLRD: SIMPLE HEXFILLS
To fill a hex map, roll d6 for the starting hex’s 
terrain. Each adjacent hex remains the same 
terrain unless you roll 13+ on a d20. Repeat the 
process until all hexes are filled.
|----------------------------------------------------------------------------------------------------------------------|
|TERRAIN |1 |2 |3 |4 |5 |6 |
|----------|-----------------|-----------------|-----------------|-----------------|-----------------|-----------------|
|D20 |AMPLIFIED |ASTRAL |JADED |REDLANDS |UNDERWORLD |WODES |
|----------|-----------------|-----------------|-----------------|-----------------|-----------------|-----------------|
|1 |MOUNTAIN |WEEPING FIELDS |SETTLEMENT RUINS |DEBRIS FIELDS |FLESHY TUNNEL |MELANCHOLY |
|----------| | | | | |FORESTS |
|2 | | | | | | |
|----------| | | | | | |
|3 | | | | | | |
|----------| | | | | |-----------------|
|4 | | | | | |SPIDER FORESTS |
|----------| | | | | | |
|5 | | | | | | |
|----------|-----------------| |-----------------| | | |
|6 |CANY0N | |ROAMING FOG | | | |
|----------| |-----------------| | |-----------------|-----------------|
|7 | |FLOATING | | |ABYSSAL PIT |LIZARD FORESTS |
|----------| |ISLAND | |-----------------| | |
|8 | | | |GIANT’S TEETH | | |
|----------|-----------------| | | | | |
|9 |MOUNTAIN | | | | | |
|----------|(UNCLIMABLE) |-----------------|-----------------| | |-----------------|
|10 | |AURORAS |MOVING HILLS | | |BLACK SWAMP |
|----------| | | |-----------------| | |
|11 | | | |BLEEDING WOUNDS | | |
|----------|-----------------|-----------------|-----------------| |-----------------| |
|12 |LIVING MOUNTAIN |FLYING CASTLE |GIANT CORPSES | |DRAGON GRAVEYARD | |
|----------------------------------------------------------------------------------------------------------------------|
/REMASTERED 87
THE WOLRD: SIMPLE HEXFILLS
|----------------------------------------------------------------------------------------------------------------------|
|TERRAIN |1 |2 |3 |4 |5 |6 |
|----------|-----------------|-----------------|-----------------|-----------------|-----------------|-----------------||D20 |AMPLIFIED |ASTRAL |JADED |REDLANDS |UNDERWORLD |WODES |
|----------|-----------------|-----------------|-----------------|-----------------|-----------------|-----------------|
|1 |MOUNTAIN |WEEPING FIELDS |SETTLEMENT RUINS |DEBRIS FIELDS |FLESHY TUNNEL |MELANCHOLY |
|----------| | | | | |FORESTS |
|2 | | | | | | |
|----------| | | | | | |
|3 | | | | | | |
|----------| | | | | |-----------------|
|4 | | | | | |SPIDER FORESTS |
|----------| | | | | | |
|5 | | | | | | |
|----------|-----------------| |-----------------| | | |
|6 |CANY0N | |ROAMING FOG | | | |
|----------| |-----------------| | |-----------------|-----------------|
|7 | |FLOATING | | |ABYSSAL PIT |LIZARD FORESTS |
|----------| |ISLAND | |-----------------| | |
|8 | | | |GIANT’S TEETH | | |
|----------|-----------------| | | | | |
|9 |MOUNTAIN | | | | | |
|----------|(UNCLIMABLE) |-----------------|-----------------| | |-----------------|
|10 | |AURORAS |MOVING HILLS | | |BLACK SWAMP |
|----------| | | |-----------------| | |
|11 | | | |BLEEDING WOUNDS | | |
|----------|-----------------|-----------------|-----------------| |-----------------| |
|12 |LIVING MOUNTAIN |FLYING CASTLE |GIANT CORPSES | |DRAGON GRAVEYARD | |
|----------------------------------------------------------------------------------------------------------------------|
88 .DUNGEON/
Mountains stretch strange into the clouds. 
Crags and cliffs shear, ebb, and collapse. 
Impossible structures of stone and rock. Nearly 
unclimbable faces of marble. Endless 
avalanches and earth that breathes deep 
through ravines and canyons filled with the 
most sought-after of treasures.
Unlike other terrain, mountains require 2 
supplies to travel. With a successful contest 
against the mountain’s 2d20, you can climb to the 
peak where a rare gem rests, worth 100 Bytes.
Plunging into the canyon requires one 
additional supply, but all encounters inside 
have double the drops.
A procedurally generated horror of sharp 
edges and flat cliff faces.
It has stats and will try to hurt you. Defeating it 
turns it into a normal mountain until the next day.
|---------------------------------|
| LIVING MOUNTAIN (1) |
|---------------------------------|
|DICE |D100 |
|---------------|-----------------|
|BONUS |-- |
|---------------|-----------------|
|IMMUNE |ALL BUT: |
|---------------|-----------------|
|WEAK |SMASHING |
|---------------|-----------------|
|INITIATIVE |10 |
|---------------|-----------------|
|MORALE |1 |
|---------------|-----------------|
|DROPS |D100 MATERIALS |
|---------------------------------|
*Advantage: Living mountains roll their dice 
twice and take the higher of the two.
MOUNTAIN
CANYON
MOUNTAIN 
(UNCLIMBABLE)
LIVING MOUNTAIN
Amplified
/REMASTERED 89
Dreamlike waves of solar lights dance amongst 
tree-tall flowers with faces, while blue blood 
floats through the air as a spray of mist. Cracks 
in the ground that exit into the clouds. Floating 
islands that hold entire settlements and 
dungeons. A mystery and wonder of solitude. 
The flowers spit out bits of dialog picked up 
from PUGs that travel through them. Hear the 
cursing and anger of a random encounter, the 
whispers of treasure in nearby dungeons and 
hexes. But only if you listen closely. 
Reaching them is the hardest part. They are 
mostly filled with dungeons, but on occasion 
there are untouched settlements with 
teleportation circles.
Occurs when Annwn’s debris falls and explodes 
into stardust. Multi-colored waves dance 
through the air, while sprinkles and sparkles of 
Annwn’s soul mingle. 
Massive dungeons that spawn on floating 
islands, creating miniature ecosystems of 
factionalized NPCs and mob horrors.
WEEPING FIELDS
FLOATING ISLANDS
AURORAS
FLYING CASTLES
Astral
90 .DUNGEON/
Silent hills rolling with fog. The midwest of 
America stretched thin. Telephone poles with 
nowhere to go, and the sounds of cicadas thick 
with the glow of the sad god’s eye. Ruins filled 
with Zombies where your house sits, 
untouched and waiting for you. A hell of google-
map textures. 
A few NPCs survive while others have long since 
become Zombies. It’s common for hordes of 
Zombies to assault ruins while NPCs cower inside.
A haze, tinted by the eye of the sad god. It rolls 
and breathes with its own life, covering entire 
fields with its mass. 
Lumps of green, gray, and blue. Sidle past each 
other in the sunlight. Moaning and groaning. 
Sighing and crying. Alive. The most docile 
denizens of Annwn.
The corpses of Annwn’s largest creations, fallen 
from the debris belt, or slain by players long 
logged-out. If 100 Dream Materials are gathered, 
you can enter the corpse’s memories and fight 
the beast yourself. Or talk to it. It’s lonely.
|---------------------------------|
| GIANT CORPSE (1) |
|---------------------------------|
|DICE |3D10X8 |
|---------------|-----------------|
|BONUS |5 |
|---------------|-----------------|
|IMMUNE |-- |
|---------------|-----------------|
|WEAK |-- |
|---------------|-----------------|
|INITIATIVE |6 |
|---------------|-----------------|
|MORALE |1 |
|---------------|-----------------|
|DROPS |SUMMONING FOIL |
|---------------------------------|
Jaded
SETTLEMENT RUINS
ROAMING FOG
MOVING HILLS
GIANT CORPSES
*Resurrection: If a 
player respawns, the 
Giant Corpse 
resurrects their 
shadow to fight on the 
giant’s side. The 
shadow is linked to the 
party’s Sync and uses 
the same stats as the 
player. When the Giant 
is defeated, all 
shadows vanish.
*Summoning Foil: 
Allows you to summon 
the Giant Corpse once.
/REMASTERED 91
Bloody fields. Red and purple sands twisting 
around teeth that rupture from the ground to 
eat or just sit, monolithic. Tremors pulse 
through the fibers and code as deep machines 
pound away at unseen toils. The debris belt has 
never been so visible on a clear day.
Blood red meteors fall from the sky. The rain is 
tintedwith the blood of Annwn. Craters dot the 
fields. Monoliths of living rock and pulsating 
stone wriggle free from the dirt.
Bone white spires erupting from the ground. 
The Materials they produce are worth double, 
but harming the teeth immediately calls an 
encounter, as the ground groans in pain.
A cut, a gash, a slash. Cracks and craters that 
bleed blood from Annwn’s spinning body. NPCs 
can be resurrected if left to float in the pools 
for a day. Even a Skeleton will reform its body 
and return to its routines.
DEBRIS FIELD
GIANT’S TEETH
BLEEDING WOUND
Redlands
The sad god’s veins, still breathing and beating 
and filling with her juice. Darkened. She cannot 
see inside of herself. Only the horrors of the 
blackness and the ever churning blood. Caves 
and labyrinths that etch themselves through 
territories un-wiki’d, and never conquered. 
The veins of Annwn that stretch inside and 
outside of the ground. When they flood (during 
the rain) they are impassable. 
A hole that goes down. Forever. Many NPCs are left 
falling for eternity. Traverse it carefully, if at all.
The bodies of ancient Dragons form caverns 
beneath the earth. They once erupted from 
Annwn’s body as her children. When tired and 
old, they return for their rest. Dragon Materials 
can be found here.
FLESHY TUNNEL
ABYSSAL PIT
DRAGON GRAVEYARD
Underworld
92 .DUNGEON/
Crying trees. A green and dead sea. Ancient and 
corrupt with broken lines of code. Ruled by 
families of Wolves that have swallowed Her 
debris. Swamps filled with oil, constantly aflame. 
Crystal growths that rival the mountains. Time 
and space bend to the forests here.
Hazy groves, angry willow trees, vines that 
yearn for your neck. NPCs can’t help but cry. 
Mobs may fight, but they do so with sadness in 
their digital hearts.
Webbed and impossibly claustrophobic. The 
spider priests wander these woods, looking for 
their lost god. Spiders furtively guide lost 
travelers to safety, knowing what the spider 
priests will do if they find you.
Crystalline and gleaming. Butterflies of blue 
glass beat their wings with water-like 
movements. Crystals found here can be sold for 
20 Bytes per inventory slot. Catching a 
crystalized lizard means nearly 100 Bytes, but 
they also make for good pets (like normal 
lizard, but they reduce spell costs by 1). 
Pools of oil and tar, bubbling and swallowing all 
entities that wind up in their liquid grasps. 
Fires set here will never go out. Pillars of flame 
from the earliest players still stretch up 
through tangled canopies.
Wodes
MELANCHOLY 
FOREST
SPIDER FOREST
LIZARD FOREST
BLACK SWAMP
/REMASTERED 93
Roll on the chart below to determine the 
weather whenever you feel like it.
2d6
2. Lightning Storm
3-5. Rain
6-8. Clear
9-11. Fog
12. Snow
Heavy thunder rumbles through the clouds, 
blocking the sun from gazing upon Annwn’s 
body. In combat, there’s a 10% chance of a 
lightning bolt striking someone at random each 
round. When rolling random encounters, a 12 
means that a lightning strike brings a Saga 
Prince. This is the only way to encounter a Saga 
Prince and get their unique drops.
Flat, static-gray clouds with the dull sizzle of 
rain on every surface. Pets hide under their 
owners and NPCs gather in taverns. The world 
sleeps for the storm.
The eye of the sad god watches.
The thick liminality of static-fog. A pleasing film 
grain tinted by the glare of the sad god.
Flakes fall from the atmosphere, freezing bodies 
of water into slick surfaces and coating the 
world in a blanket of soft crunch. Dragons sing 
their sacred song. If you’re close enough, you 
can give up 10 Bytes to learn the song.
Dragon SONG.
Sing the Dragon’s song and create an opening 
with your hands. A gust of astral air escapes it, 
freezing every mob in combat until the end of 
your next turn.
Skill: Dream
Cost: 10
WEATHER
LIGHTNING STORM
RAIN
CLEAR
FOG
SNOW
94 .DUNGEON/
The silver rule of .dungeon’s world is that if you 
look for a dungeon, there will be one. In 
alleyways, in abandoned settlements, beneath 
taverns, in the middle of the wilderness. If you 
need a dungeon, there will be one there. And 
there’s one here. It’s a flowchart that can be 
followed using a d10 dice roll. 
SHROEDINGER’S
DUNGEON
RANDOM ENCOUNTER 
(R)
1. Skeletons
2. Zombies
3. Constructs
4. Sagas
5. Giant Bats
6. Vorths
7. Brutalizers
8. Beam Lords
9. Princess
10. Manticore
11. PUGs
12. Dragon
Graph m
ade by a grinder w
ho w
anted to m
axim
ize their dungeon delving.
/REMASTERED 95
Roll to insert a standard trap into the room or 
surrounding area.
1. ROLLING BOULDER. Roll Stat + Skill against 
d20 to avoid, stop, or otherwise save yourself.
2. PIT TRAP. Roll Build + Platforming against d6 
to avoid.
3. SWINGING AXES. Roll Stat + Skill against d8 
to avoid, stop, or otherwise save yourself.
4. MOVING PLATFORMS. Roll Build +
Platforming against d10 to traverse.
5. FALLING PLATFORMS. Roll Build +
Platforming against d12 to traverse.
6. CLOSING WALLS TRAP. Walls close together 
at the end of three rounds.
7. FLOODING TRAP. Room becomes flooded at 
the end of two rounds.
8. ARROW TRAP. Roll Stat + Skill against d10 to 
avoid, stop, or otherwise save yourself.
9. POISON ARROW TRAP. Roll Stat + Skill against 
d20 to avoid, stop, or otherwise save yourself.
TRAP (T)
96 .DUNGEON/
Any collection of structures (or a singular 
structure of considerable size) can be 
considered a settlement as long as it contains 
an NPC. Settlements that lose their NPCs 
become ruins and spawn Zombies, Skeletons, 
and other undead. 
Settlements are important because they are 
one of the few places that can be teleported to, 
and one of the few places players can respawn. 
They are also the only locations that can 
support a guildhall, allowing you to start a 
guild. And lastly, most equipment can only be 
bought or sold in settlements, because that’s 
where NPCs reside.
.dungeon was considered a “dead MMO” when 
the total number of players dropped below 
1,000 and Annwn contained more ruins than it 
did settlements. But ruins can be reclaimed and 
turned back into settlements with enough Bytes 
and Materials. See the Gear section for 
construction prices and times.
When a construction says it spawns a random 
NPC, roll d100 below and give them a name.
SETTLEMENTS
REBUILDING AND 
SUPPORTING
RANDOM NPCS
1-40. Unemployed
41-60. Butcher
61-75. Farmer
76-85. Fisherman
86. Cartographer
87. Cleric
88. Armorer
89. Leather-
worker
90. Librarian
91. Mason
92. Shepherd
93. Toolsmith
94. Weaponsmith
95. Soldier
96. Bartender
97. Innkeeper
98. Adventurer
99. Loremaster
00. Dragonrider
/REMASTERED 97
When a construction says there’s a chance for 
a traveling NPC, roll d100 below and give them 
a name.
1-50. None
51-80. Roll on Random NPC Chart
81. Town Guard
82. Necromancer
83. Artist
84. Diabolist
85. Ranger
86. Miner
87. Sage
88. Healer
89. Enchanter
90. Chaos Mage
91. Justicar
92. Warlord
93. Spirit Warden
94. Reaver
95. Stormlord
96. Knight
97. Beastlord
98. Mindmelder
99. Elementalist
00. Shadow Priest
TRAVELING NPCS
98 .DUNGEON/
RANDOM NPC NAMES 47. Milton
48. Neil
49. Nixon
50. Oakley
51. Oswin
52. Paxton
53. Peyton
54. Princeton
55. Ramsey
56. Raylee
57. Reid
58. Remy
59. Rowena
60. Rovena
61. Rohesia
62. Ryder
63. Rylee
64. Sawyer
65. Scarlet
66. Sheldon
67. Shelly
68. Sterling
69. Sunniva
70. Tatum
71. Tanner
72. Thatcher
73. Tucker
74. Tyson
75. Uesli
76. Van
77. Vance
78. Villads
79. Wade
80. Walker
81. Wayne
82. Wesley
83. Weston
84. Willbroad
85. Willis
86. Wilson
87. Winston
88. Wynton
89. Yvonne
90. Yvette
91. Yolanda
92. Yesenia
93. Yasmin
94. Yara
95. Ysabel
96. Yoana
97. Zoey
98. Zachary
99. Zander
100. Zelda
1. Alden
2. Alf
3. Ashlee
4. Bailee
5. Batilda
6. Benton
7. Byron
8. Camdyn
9. Carlton
10. Chelsea
11. Coleen
12. Dayna
13. Dwight
14. Denver
15. Drake
16. Earline
17. Easton
18. Edgardo
19. Edith
20. Fay
21. Ford
22. Freda
23. Frank
24. Gage
25. Gibson
26. Graysen
27. Graham
28. Hadlee
29. Haley30. Harlan
31. Huxley
32. Jagger
33. Justice
34. Karter
35. Keaton
36. Kelsea
37. Kimberlee
38. Kole
39. Landon
40. Lawley
41. Leigh
42. Lilla
43. Lindsee
44. Macee
45. Meadow
46. Millard
/REMASTERED 99
RANDOM NPC 
PERSONALITIES
(ROLL TWICE)
1. Charming
2. Stoic
3. Innocent
4. Attentive
5. Loyal
6. Romantic
7. Meticulous
8. Calm
9. Cheery
10. Affectionate
11. Sly
12. Cute
13. Crafty
14. Compassion-
ate
15. Honest
16. Respectful
17. Humble
18. Forgiving
19. Courageous
20. Persevering
21. Generous
22. Polite
23. Loving
24. Optimistic
25. Disciplined
26. Observant
27. Independent
28. Forceful
29. Flexible
30. Firm
31. Humorous
32. Idealistic
33. Modest
34. Objective
35. Patriotic
36. Reflective
37. Scholarly
38. Sentimental
39. Sweet
40. Suave
41. Venturesome
42. Wise
43. Sociable
44. Creative
45. Alert
46. Active
47. Gallant
48. Heroic
49. Leisurely
50. Mature
51. Grumpy
52. Tired
53. Jaded
54. Memer
55. Condescend-
ing
56. Liar
57. Gluttonous
58. Lustful
59. Agitated
60. Harmful
61. Depressive
62. Obsessive
63. Overwhelmed
64. Anxious
65. Explosive
66. Lazy
67. Destructive
68. Rude
69. Unreliable
70. Clueless
71. Forgetful
72. Absentminded
73. Abrupt
74. Agonizing
75. Aloof
76. Apathetic
77. Bizarre
78. Bland
79. Blunt
80. Cantankerous
81. Careless
82. Childish
83. Clumsy
84. Shy
85. Regretful
86. Passive
87. Melancholic
88. Irrational
89. Grim
90. Foolish
91. Fearful
92. Extreme
93. Envious
94. Egocentric
95. Dependent
96. Delicate
97. Demanding
98. Compulsive
99. Asocial
100. Roll 2x more
100 .DUNGEON/
As long as there are two NPCs living together in 
a settlement, or who have a place to spend time 
together in a settlement, there’s a 10% chance 
for a child to be born every year. Write down 
their birthday. Children grow into adults after 
a year, at which point they can take a job or be 
apprenticed into a job.
Each NPC has benefits for a settlement.
ADVENTURER.
Sleeps outside of the settlement. Protects the 
yearly settlement caravan, raising the return 
chance to 35%.
ARMORER.
Creates a workshop in the settlement. Allows 
the settlement to sell and repair armor.
ARTIST.
Will only stay in the settlement if there’s an Inn. 
Has a 3% chance of creating their magnum opus 
each week, which sells for d100x2d10 Bytes.
BARTENDER.
Creates a tavern in the settlement. Gives the 
settlement’s NPCs a place to unwind and get to 
know each other. 
BEASTLORD.
Will only stay in the settlement if it’s in a forest. 
Sleeps outside of the settlement in the woods. 
Allows mounts to be sold within the settlement. 
BUTCHER.
Creates a butchershop in the settlement. Every 
year it generates enough resources to bring in 
another random NPC.
CARTOGRAPHER.
Creates an observatory in the settlement. 
Cartographers sell information on surrounding 
hexes for 5 Bytes. Cartographers have a 5% 
chance of creating a map to a legendary item 
every month.
RELATIONSHIPS
TYPES OF NPCS
/REMASTERED 101
CHAOS MAGE.
Will only stay in town if there’s a wizard tower 
but not a sage or a stormlord. Generates a 
lightning rod on the wizard tower that has a 5% 
chance of capturing a lightning bolt every 
month. A chaos mage will sell Bottled Lightning 
for 25 Bytes. When used, Bottled Lightning adds 
+20 to one Contest of your choice.
CLERIC.
Creates a temple in the settlement. Temples 
celebrate the calendar’s holidays, bringing their 
benefits to the settlement.
DIABOLIST.
Will not stay in the settlement if there’s a 
temple. Serves a random Archbug. Has a 10% 
chance of converting another NPC into a 
diabolist every week. If three diabolists live in a 
settlement, they create a temple to their 
Archbug, increasing the weekly conversion 
chance to 25%. If ten diabolists live in a 
settlement, their Archbug will arrive to convert 
the rest and corrupt the town, turning it into 
Glitch terrain.
DRAGONRIDER.
Will only stay in the settlement if there’s a 
library. Grants +3 to all rolls against Dragons 
while in the settlement. Has a 1% chance of 
having a Dragon egg.
ELEMENTALIST.
Will only stay in the settlement if there’s a 
wizard tower with a lightning rod. Increases 
the chance of catching a lightning bolt to 7%. 
Elementalists can convert captured lightning 
into a solar orb, which can cause an eclipse that 
day, even if there’s already been one this month.
ENCHANTER.
Creates a card shop in the settlement. Allows 
the settlement to sell foils.
FARMER.
Creates a farm and a farmhouse in the 
settlement. Gives the settlement something to 
trade with nearby settlements. Every year 
there will be a caravan that goes out. There’s a 
25% chance it returns. If paired with a mine, 
increase the chance to 35%.
102 .DUNGEON/
FISHERMAN.
Creates a fishing hole and a shack on the 
outskirts of the settlement.
HEALER.
Will only stay in town if there’s a temple. Heals 
status effects for 4 Bytes each. Heals injured 
NPCs over the course of a week.
INNKEEPER.
Creates an Inn in the settlement. Roll on the 
traveling NPC table once each month.
JUSTICAR.
Will only stay in town if there’s a temple and a 
healer. They will kill any diabolist in town. 
Justicars upgrade the temple to a Holy 
Monument which converts every NPC in the 
settlement to the same religion. Justicars 
defend towns from undead, making them 
immune to Zombie raids. 
KNIGHT.
Creates a fort in the settlement and generates a 
knight NPC every month until there are six. 
When there are six knights, they generate a 
unique rare sword every month and offer it as 
a reward in the colosseum. 
LEATHERWORKER.
Creates a tannery in the settlement. Every year 
it generates enough resources to bring in 
another random NPC. 
LIBRARIAN.
Creates a library in the settlement. Allows 
research to be done. If paired with a wizard 
tower, the research dice is increased to a d6.
LOREMASTER.
Creates a wizard tower in the settlement. 
Allows research to be done. If paired with a 
library, the research dice is increased to a d6.
MASON.
Creates a stonecutter’s shop in the settlement. 
Cuts future construction times in half.
/REMASTERED 103
MINDMELDER.
Creates a reliquary unique to the settlement. 
Leaves after a month. If the reliquary is taken 
into a mine within the same settlement, it will 
reveal a dungeon entrance that holds a 
legendary item. 
MINER.
Creates a mine in the settlement. Gives the 
settlement something to trade with nearby 
settlements. Every year there will be a caravan 
that goes out. There’s a 25% chance it returns. If 
paired with a farm, increase the chance to 35%.
NECROMANCER.
Will only stay in the settlement if there’s a 
temple. Grants +3 to all rolls against undead 
while in the settlement. Has a 1% chance of 
resurrecting any NPC that dies in the 
settlement.
RANGER.
Will not stay in the settlement unless there’s a 
defense tower. Increase all fishing rolls by +1. 
For every Ranger in a settlement, there’s a 10% 
chance a legendary animal spawns in an 
adjacent hex.
REAVER.
Will only stay in the settlement if it’s on a coast, 
or adjacent to a river. Adds a dock and a pirate 
ship to the settlement. Pirate ships allow pets to 
be sold at settlements.
SAGE.
Will only stay in town if there’s a wizard tower 
but not a Chaos Mage or a Storm Lord. Can 
identify magic items and will buy magic items 
if negotiated with. Can also recharge 
teleportation circles.
SHADOW PRIEST.
Will only stay in the settlement if it’s adjacent to 
a forest hex. All adjacent forest hexes are turned 
into Black Forest. Only one Black Forest can 
exist on Annwn at a time. Black Forests spawn 
Shadow Skeletons and hold a legendary item.
104 .DUNGEON/
SHEPHERD.
Creates a farmhouse in the settlement. Every 
year it generates enough resources to bring in 
another random NPC. 
SOLDIER.
Grants +1 to all combat rolls against hostile 
mobs inside of a settlement. 
SPIRIT WARDEN.
Will only stay in town if there’s a card shop in 
the settlement. Offers tarot readings once a 
week. Roll d6 to see your fortune:
1-2. Castle - “You will defend yourself 
againstall odds.” +1 to your Defense for 
the week. 
3-4. Spider - “You will go where you please, 
even where you aren’t wanted.” +2 to 
Stealth for the week. 
5-6. Joker - “There is great fortune in your 
near future.” Gain twice as many Bytes 
for the rest of the day.
STORMLORD.
Will only stay in the settlement if there is a 
wizard tower but there isn’t a Chaos Mage. 
Generates a lightning rod on the wizard tower 
that has a 5% chance of capturing a lightning 
bolt each month. The stormlord crafts them 
into arrows of slaying, which they sell for 50 
Bytes each. Arrows of Slaying auto-destroy the 
rest of their target’s dice if they lose the 
Contest.
TOOLSMITH.
Creates a hardware store in the settlement. 
Allows the settlement to sell equipment.
TOWN GUARD.
Creates a warden’s office in the settlement. Has 
a 10% chance of having a traveling NPC in the 
barracks every month. 
/REMASTERED 105
UNEMPLOYED.
Can be trained and taken as apprentices to 
other jobs. Unemployed NPCs will also 
adventure with Player Characters for 2 Bytes 
per day. NPCs who go on adventures have a 10% 
chance at becoming adventurers themselves, 
though that means they’ll leave the settlement.
WARLORD.
Will only stay in town if there are four defense 
towers. Generates a soldier NPC every month. 
WEAPONSMITH.
Creates a blacksmith in the settlement. Allows 
the settlement to sell weapons.
A member of the Diamond Dogs guild who protects NPCs and seeks to
 rebuild abandoned settlements.
106 .DUNGEON/
NROGNROJESZabJEYPQIKLMOcTVWXNNSZL
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Players Unknown
/REMASTERED 107
Players Unknown
Players Unknown (PUGs) are real people in the 
server who are also playing .dungeon. 
Interacting with them is different than 
interacting with anything else in the game. They 
don’t have to listen to the party, give them 
information, or do as the party asks (like NPCs 
do). Stats and dice do not work on them unless 
you are engaged in combat. Each PC has their 
own internal and external wants and needs that 
they are in this game to accomplish.
They have Sync, roles, aspects, and memories of 
the game. They are just as complicated and 
multi-faceted as you or I. Their only limitations 
are the internal mechanisms of the game. PUGs 
can be cruel and helpful. They can be 
streamers or roleplayers. They can have 
abilities from a previous patch, and gear 
that you can't even get in the game 
anymore. They are trolls, friends, rivals, 
and your companions in this dead 
MMO. 
Below are a few tables to help you 
flesh out a PUG, but there is no shortcut 
to this. This is roleplay. It’s up to you to take 
these disparate results and find the 
complexity of a real person. 
EUVEKLMOWNROJEFHIJPXYPQIJNGRNSZabcT
108 .DUNGEON/
SCREEN NAMES 1. XxImportantFoxxX
2. Zirconium Zucchini
3. wreckyoung
4. Absolutism
5. 420InjiBlissfully
6. andyBrooding
7. ScareMulberry69
8. cloudcool
9. ZuluH0rs3
10. Elephant load
11. Day Dr3am
12. XxLoyalAntixX
13. Sl33pyW34ry
14. allyArtistic
15. R0y4lB1tt3r
16. e
17. Brandman1Tuille
18. Boxes Scare Me
19. Ragefulbill
20. H1z1Hyoid
21. this empire
22. GRAB H3R BOOTY
23. I Need A McFlurry
24. Glocktapus
25. inborn relay
26. RawHealer
27. Triumphloose
28. Cloakwinged
29. imGamer_2003
30. SodaGod
31. Deadredempt10n
32. n0tSoB3r
33. WTFWTH
34. Marbles
35. Shr3k4lyfe
36. dolphins137418
37. ChillingSpr33
38. MaxMan1313
39. HOLD ME BRO
40. DrowningJenny
41. OptimalDu3ce
42. FINNessed
43. Mynamedoesntfit
44. STARRR SCREAMMMM
45. Turtle Baron
46. Zombie Hump
47. ObservePolarity
48. TinyDud3
49. Legendary588
50. I Hit Headshots
/REMASTERED 109
Roll for their avatar’s aesthetic, gear, and vibes.
1. Trancewave
2. Solarpunk
3. Apocalypse World
4. Acid Funk
5. Psychedelia
6. Jazz Fusion
7. Hardcore
8. Occult Fae
9. Hard Sci-Fi
10. Sword & Sorcery
11. Urban Fantasy
12. Sword & Planet
13. Dying Earth Fantasy
14. Pulp Fantasy
15. Heavy Metal
16. Emo Chique
17. Steampunk
18. Cthulhu Detective 
19. Nano-Tech
20. Surrealism
This is what they wear on their sleeve, the most 
obvious things about them and how they act, 
how they present themself. It’s all the things 
they want you to think about them.
Roll for two or three traits to roleplay (you can 
also use the NPC tables on 98.).
1. Lucky
2. Charming
3. Stoic
4. Romantic
5. Grumpy
6. Overwhelmed
7. Conformist
8. Observant
9. Imaginative
10. Alert
11. Destructive
12. Clueless
13. Inoffensive
14. Benevolent
15. Brilliant
16. Mannerless
17. Impulsive
18. Melancholic
19. Scholarly
20. Sentimental
AESTHETICS
WHAT THEY SAY
110 .DUNGEON/
This is the subtext of the person’s actions. What 
they believe, what they desire, fear, or more 
often what they want. It’s all the things that 
influence them but are, more often than not, 
left unsaid.
Roll for an ideal that they live by or are trying 
to live by. Use your own definitions of these 
words to expand on how this person feels 
about it. 
1. Tradition
2. Faith
3. Power
4. Fairness
5. Hatred
6. Lust
7. Aimlessness
8. Desire
9. Mastery
10. Success
11. Integrity
12. Patience
13. Forgiveness
14. Exploration
15. Obligation
16. Beauty
17. Logic
18. Community
19. Love
20. Change
WHAT THEY 
DON’T SAY
/REMASTERED 111
WHAT THEY 
ACTIVELY HIDE
This is their secret, the one they keep close to the 
chest. Sometimes they don’t even know that 
they’re hiding it. This is their past, their regrets. 
It’s all the things they don’t realize about themself.
Roll for a deep insecurity or subconscious 
thought that they have that affects their life. 
This could be something they hope to change or 
something that they will learn to live with. 
There are no wrong answers.
1. I can’t believe that anyone could even 
think they’re better than me.
2. There’s not a law in the world that 
could stop me from doing what I want.
3. There’s not much that gets me excited. 
Or sad. Or anything really.
4. You’re not worth my time. No one is.
5. Everyone’s better than me. I can list all 
the ways if you give me a minute.
6. I’m so jealous of them. How do they do it?
7. I rely on people for just about everything.
8. Sometimes I forget to take care of myself. 
9. I thirst for excitement at all times.
10. I see the best in everyone! I even give 
my bullies tips!
11. No one invites me to parties. They call 
me a killjoy.
12. I can’t stand it when things don’t go my way.
13. I don’t believe there’s anything Up 
There. Life is meaningless.
14. I can’t stand up for myself.
15. I am obsessed with all the ways I could fail.
16. There’s nothing I can’t do.
17. I have no regrets. Especially not for 
those who have wronged me.
18. I doubt everything.
19. I live in the limelight. I require it.
20. I can’t help but lie. It’s just so easy.
112 .DUNGEON/
Everyone in the game has a reason to escape 
into a fantasy world. These are not inherently 
tragic, but they are part of their personhood. 
This reason is part of their life at this moment 
and gives them Sync, just like you. Each PUG 
starts with d100 Sync and a reason to be online.
1. Summer vacation. They’re in junior 
high and just got the game.
2. Boring office job that drains their soul 
every day.
3. Social anxiety has them retreating to a 
safe place within the game.
4. First year at college, no IRL friends yet.
5. They are a rather popular author and 
need to maintain an online presence.
6. Mother of two, trying to socialize 
beyond her children.
7. Dad’s time after the kids go to bed. He 
streams sometimes.
8. Hold-over from childhood. Been playing 
for 13 years.
9. They’re dating another PC, but they still 
play alone sometimes.
10. Professional esports gamer and this is 
their hobby game.
11. YouTuber mining the game for content.
12. Confused about their gender and 
trying out a new name and body online.
13. Disability has them restricted to their 
home for most of theday.
14. Quarantined at home due to an illness.
15. Broke their leg while doing a keg flip 
and now they’re stuck in bed.
16. Pregnant and trying to find new 
hobbies while at home.
17. Mom trying out the game because they 
know their daughter plays a lot.
18. Recent bout of insomnia has them 
clinging to old hobbies.
19. Using the game to hold onto their 
waning youth.
20. They’ve found a way to turn it into a job 
that barely pays the bills.
REASON
/REMASTERED 113
When you’re running a PUG and you’re unsure 
of how to expand on them, roll a d6. The PUG 
can either share a piece of information about 
themself or, to take the pressure off the Server 
for a moment, they can ask a player one of 
these questions.
1. Truth
2. Dare
3. Ghost
4. Secret
5. Funny
6. Family
1. How old are they?
2. What’s their favorite color?
3. Do they wear glasses?
4. What do they study or do for work 
(if anything)?
5. When did they start playing .dungeon?
6. What’s something they’re very proud of?
7. Do they look like their avatar?
8. Any tattoos?
9. Did they join/almost join the military?
10. Favorite pair of shoes?
11. What words do they overuse?
12. What’s something they wish were true?
13. Do they have any pets?
14. Where do they live?
15. Do they drive?
16. Do they have a gaming rig or a laptop?
17. What’s their fondest memory of 
playing .dungeon?
18. What’s their favorite video game?
19. Favorite album or musical artist?
20. What book do they think closely 
resembles their life?
A PRACTICAL WAY 
TO RUN PUGS
TRUTH
114 .DUNGEON/
1. I dare you to fight the next 
encounter naked.
2. I dare you to climb to the highest 
point nearby.
3. I dare you to switch weapons with me 
for the next encounter.
4. I dare you to not kill any mobs for the 
next encounter.
5. I dare you to make your avatar Shrek.
6. I dare you to buy and wear the silliest 
gear we can find.
7. I dare you to take care of yourself today.
8. I dare you to go outside today and tell 
me about something pretty you see.
9. I dare you to go hang out with a friend. 
In person. For just a little bit.
10. I dare you to call that person you’re 
always talking about.
11. I dare you to invite a friend to play 
.dungeon with us.
12. I dare you to take me to your favorite 
spot in the game.
13. I dare you to use all the foils in your bag 
and see what happens.
14. I dare you to find and slay a Dragon 
with me.
15. I dare you to save up all your Bytes for 
the next month.
16. I dare you to walk across the entire 
map. No fast travel.
17. I dare you to fold your laundry today.
18. I dare you to cook and eat a meal that’s 
not microwaveable.
19. I dare you to enter the PvP arena. 
20. I dare you to get high with me.
DARE
/REMASTERED 115
1. What was it like growing up?
2. What is their fondest childhood memory?
3. What is their worst childhood memory?
4. What smell takes them back into the past?
5. What advice would they give their 
younger self?
6. What’s the last thing that made them 
feel ashamed?
7. When’s the last time they felt 
disappointment?
8. When’s the last time they felt really proud?
9. Has anyone ever saved their life?
10. Have they saved anyone’s life?
Secrets are pretty self explanatory, but they 
can be big or small. Anything hidden or kept 
close to the chest. Sharing something personal 
like this with another player can start a 
conversation and lead to a more intimate form 
of roleplaying. It might even be their “what they 
actively hide.” 
A great way to break up a silence or spice up 
travel is to have a character tell a funny story 
about a past adventure. Have them tell of a time 
when something went so wrong that they 
couldn’t help but laugh. Or a time when their 
party screwed something up and turned it into 
a farce. 
Player Characters have parents, siblings, and 
kids as well. Talking about their family is an 
easy way to add depth to them while also 
finding inspiration for the rest of their 
character. Things like troubled relationships, 
fond memories, and strange living situations 
are relatable things to add to a three-
dimensional character.
1. Lives with extended family.
2. Hasn’t spoken to them in years.
3. Has a brother they’ve never met.
4. Their father wasn’t around.
5. They grew up at their grandma’s house.
6. They moved around a lot.
7. Their parents worked all the time.
8. Their stepmom was cruel.
9. They’re really close with their siblings.
10. They have an adoptive family.
GHOST
SECRET
FUNNY
FAMILY
116 .DUNGEON/
Bestiary
A collection of the mobs and PUG templates found 
in this book, and random encounter procedures.
ROIJPXYPQIJEUVEKLMOWNNGJEFHRNSZabcT
RANDOM ENCOUNTERS
When the players travel from one hex to 
another, the Host checks for random 
encounters by rolling a d12. If it’s an 11-12, 
there’s a random encounter. Roll d12 to 
determine the encounter.
|---------------------------------------------------| |-------------------------------------------------|
|D12|AMPLIFIED |ASTRAL |JADED | |REDLANDS |UNDERWORLD |WODES |
|---|---------------|---------------|---------------| |---------------|----------------|----------------|
|1 |GIANT BATS |SOLAR JELLIES |SKELETONS | |GOBLINS |SKELETONS |GOBLINS |
|---| | | | |---------------|----------------|----------------|
|2 | | | | |DREAMER |ZOMBIES |SKELETONS |
|---| | | | |---------------|----------------|----------------|
|3 | | | | |CONSTRUCTS |GOBLINS |ZOMBIES |
|---| |---------------|---------------| |---------------|----------------|----------------|
|4 | |NEON JELLIES |ZOMBIES | |DREGS |WALL OF FLESH |DREGS |
|---|---------------| | | |---------------|----------------|----------------|
|5 |WALL OF FLESH | | | |GIANT BATS |BRAINWURM |BEAM LORDS |
|---|---------------|---------------| | |---------------|----------------|----------------|
|6 |BRUTALIZERS |DREAM JELLIES | | |BRUTALIZERS |PUG |MANTICORE |
|---|---------------| |---------------| |---------------|----------------|----------------|
|7 |BEAM LORDS | |DREGS | |VORTHS |CONSTRUCTS |SPIDERS |
|---|---------------|---------------| | |---------------|----------------|----------------|
|8 |PRINCESS |WALL OF FLESH | | |DREAMER |SAGAS |WOLVES |
|---|---------------|---------------|---------------| |---------------|----------------|----------------|
|9 |MANTICORE |SAGAS |PRINCESS | |WALL OF FLESH |GIANT BATS |SNAKES |
|---|---------------|---------------|---------------| |---------------|----------------|----------------|
|10 |PUG |PRINCESS |DREAMER | |PUG |VORTHS |PUG |
|---|---------------|---------------|---------------| |---------------|----------------|----------------|
|11 |PVP PUG |DREAMER |SAGAS | |BRAINWURM |DREAMER |PALIMS |
|---|---------------|---------------|---------------| |---------------|----------------|----------------|
|12 |DRAGON |PUG |PUG | |PVP PUG |SHADOW JELLIES |DRAGON |
|---------------------------------------------------||-------------------------------------------------|
/REMASTERED 117
RANDOM ENCOUNTERS
|---------------------------------------------------| |-------------------------------------------------|
|D12|AMPLIFIED |ASTRAL |JADED | |REDLANDS |UNDERWORLD |WODES |
|---|---------------|---------------|---------------| |---------------|----------------|----------------|
|1 |GIANT BATS |SOLAR JELLIES |SKELETONS | |GOBLINS |SKELETONS |GOBLINS |
|---| | | | |---------------|----------------|----------------|
|2 | | | | |DREAMER |ZOMBIES |SKELETONS |
|---| | | | |---------------|----------------|----------------|
|3 | | | | |CONSTRUCTS |GOBLINS |ZOMBIES |
|---| |---------------|---------------| |---------------|----------------|----------------|
|4 | |NEON JELLIES |ZOMBIES | |DREGS |WALL OF FLESH |DREGS |
|---|---------------| | | |---------------|----------------|----------------|
|5 |WALL OF FLESH | | | |GIANT BATS |BRAINWURM |BEAM LORDS |
|---|---------------|---------------| | |---------------|----------------|----------------|
|6 |BRUTALIZERS |DREAM JELLIES | | |BRUTALIZERS |PUG |MANTICORE |
|---|---------------| |---------------| |---------------|----------------|----------------|
|7 |BEAM LORDS | |DREGS | |VORTHS |CONSTRUCTS |SPIDERS |
|---|---------------|---------------| | |---------------|----------------|----------------|
|8 |PRINCESS |WALL OF FLESH | | |DREAMER |SAGAS |WOLVES |
|---|---------------|---------------|---------------| |---------------|----------------|----------------|
|9 |MANTICORE |SAGAS |PRINCESS | |WALL OF FLESH |GIANT BATS |SNAKES |
|---|---------------|---------------|---------------| |---------------|----------------|----------------|
|10 |PUG |PRINCESS |DREAMER | |PUG |VORTHS |PUG |
|---|---------------|---------------|---------------| |---------------|----------------|----------------|
|11 |PVP PUG |DREAMER |SAGAS | |BRAINWURM |DREAMER |PALIMS |
|---|---------------|---------------|---------------| |---------------|----------------|----------------|
|12 |DRAGON |PUG |PUG | |PVP PUG |SHADOW JELLIES |DRAGON |
|---------------------------------------------------| |-------------------------------------------------|
118 .DUNGEON/
READING STATS
The number next to a monster’s name is how 
many of them appear when encountered.
Monsters are their dice. Some are made up of 
just one dice, others are made of multiple. 
When the first dice is beaten in a contest, it is 
removed. When a monster is out of dice, it’s 
dead. Notation is important: If a monster says 
2d10, that means that two d10’s are rolled 
together and added for each contest. 
Conversely, d10x2 means that the monster has 
two separate d10’s that must be defeated. 
This example uses d6’s to explain dice notation 
for stat blocks. 
• 2d6 means the mob rolls two d6’s and 
adds them together for each attack.
• d6x2 means the mob rolls one d6 for each 
contest, but when the first dice is defeated 
they have a second to take its place. 
• d6, d8 means the mob rolls a d6 until 
that dice is defeated and then rolls a d8. 
• d6/ means that the dice splits and gets 
smaller when defeated. The size of the 
dice will always follow the dice chain: 
D20›D12›D10›D8›D6›D4. Whichever dice 
is listed before the “/” is where you 
start, and dice only ever gets smaller.
These can be mixed and matched to make a stat 
block like the Manticore:
[MANTICORE (2); D:2D10, 2D8, 2D6, 
B:4, I:12, M:6, BY:--]
To defeat a Manticore, you have to beat 2d10 
added together, then 2d8 added together, and 
then 2d6 added together. Once all three sets 
have been defeated, the Manticore is dead.
This is the number the monster adds to all of its 
dice rolls.
NUMBER APPEARING
DICE
DICE NOTATION
BONUS
/REMASTERED 119
READING STATS
This is the number that the PCs need to beat at 
the beginning of an encounter in order to go 
before the monster.
This is the number the monster is trying to beat 
when making a morale check.
This is the number of Bytes PCs need to see this 
monster or NPC. “--” means that it’s always visible.
Any unique drops are listed here. If none are 
present, roll RNG on the universal drops table.
1-4. 1 Byte
5-6. D4 Bytes
7-8. 1 Resource
9-10. 1 Material
11-12. D6 Bytes
13-15. D4 Resources
16-19. D4 Materials
20+. A Foils Pack
When monsters win Contests, they deal damage 
directly to the party’s Sync. When initiative 
reaches the monster, roll one die per type of 
monster (so even if there are 10 Goblins, just 
roll one die to represent them all) and deal that 
much Sync damage. This damage can be 
mitigated by Defense and shields.
When monsters win Contests, they can choose 
to perform a stunt instead, such as grappling or 
disarming a player. Any unique stunts are 
detailed here.
|---------------------------------|
| MANTICORE (2) |
|---------------------------------|
|DICE |2D10, 2D8, 2D6 |
|---------------|-----------------|
|BONUS |4 |
|---------------|-----------------|
|INITIATIVE |12 |
|---------------|-----------------|
|BYTES |-- |
|---------------|-----------------|
|MORALE |8 |
|---------------|-----------------|
|DROPS |-- |
|---------------------------------|
INIT
MORALE
BYTES
DROPS
HOW DO MONSTERS 
ATTACK?
STUNTS
120 .DUNGEON/
MOBS
Arya
The Queen of the Wode. A 
gargantuan fox who converses with 
her all-seeing children (the Palims) 
through hidden strings of code. If 
you find her, perform a /bow and 
offer anything of value. She can 
guide you where you need to go.
[ARYA (1); D:3D6X5, B:4, 
I:20, IM:SOLAR, SHADOW, 
NEON, W:GUN, SP:ARYA’S 
SHROUD, M:20, DR:ARYA’S 
CLOAK]
Arya’s Shroud. On her initiative, Arya 
drags a single player into her 
shroud, a foggy one-on-one arena. 
They leave at the beginning of Arya’s 
next turn if she chooses a new victim.
Arya’s Cloak. Legendary Item. The 
wearer gains a +5 bonus to Lore 
roles if they are wearing green IRL.
Beam Lords
The floating eyes of Annwn, grown 
agitated in their disconnected life.
[BEAM LORDS (D4); D:D12, 
B:2, I:6, IM:NEON, 
W:SHADOW, SOLAR, SP:STATUS 
BEAM, M:6, DR:STANDARD]
Status Beam. Target player is hit 
with a random status at the start of 
the Beam Lord’s turn. These can 
stack if hit more than once.
Black Hounds
The Drowned King’s spectral 
hounds. Designed like polygonal 
anubis hounds, each with an array 
of floating orbs around their neck 
denoting the number of avatars 
they’ve eaten.
[BLACK HOUNDS (D6); D:4D6, 
B:4, I:20, IM:MAGIC, 
SHADOW, SP:DROWN, M:1, 
DR:CASTLE INVITE]
Drown. Target player is grappled by 
the Black Hound and is treated as if 
they are drowning.
Brainwurms
Tangled cords of brain fold, 
writhing around their prey to 
swallow them whole.
[BRAINWURM (1); D:2D10, 
D10X5, B:4, I:6, SP:BLEED, 
M:8, DR:STANDARD]
Bleed.Target player is given the 
bleed status effect at the start of the 
Brainwurm’s turn.
Brutalizers
Disembodied hands, each with eight 
fingers. They come in pairs, using 
teamwork to grab avatars and pull 
them apart, limb from limb.
[BRUTALIZERS (2); D:D12X5, 
B:2, I:5, W:PIERCING, 
SP:COPYCAT, M:4, 
DR:STANDARD]
Copycat. The Brutalizer’s next attack 
deals the same damage type as was 
last done to them.
/REMASTERED 121
Constructs
Polyhedral bits and bobbles that 
have collided, clipped, and meshed 
together. They constantly destroy 
and build off one another.
[CONSTRUCTS (D6); D:2D8, 
B:2, I:6, IM:GUN, 
SP:REBUILD, M:4, DR:D10 
MATERIALS]
Rebuild. At the beginning of their 
turn, a Construct can build onto itself 
using the remains of its companions. 
The dice that are defeated can be 
reclaimed at a rate of one per turn.
Dragons
Children of Annwn that explode from 
her body and conquer the hex of their 
birth. Stylized after the lung Dragons.
[DRAGONS (1); D:3D6X4, 
2D6X2, D20, B:6, I:20, 
IM:PIERCING, SLASHING, 
SMASHING, W:GUN, NEON, 
SP:BREATH WEAPON, M:2, 
DR:DRAGON MATERIALS]
Breath Weapon. At the end of the 
round, the Dragon breathes its fire 
onto the battlefield, forcing 
everyone to make a contest against 
its current dice.
Dreamers
Sleeping giants with egg-like heads, 
cracked and open to reveal a 
hollowness inside.
[DREAMER (1); D:D20X2, 
B:2, I:12, IM:NEON, 
SP:DREAM, M:4, DR:DREAM 
JAR]
Dream. At the end of each round, 
more and more Dream Jellies crawl 
from the Dreamer’s head to join 
combat. First one, then two, then 
three, and so on.
Dregs
Feathered velociraptor creatures 
that travel quickly across all terrains 
and hunt solo players in packs.
[DREGS (D6); D:D10, B:1, 
I:12, W:GUN, SP:OVERWHELM, 
M:12, DR:STANDARD]
Overwhelm. Each individual dreg 
rolls a dice during their turn and 
deals that damage directly to Sync.
Giant Bats
Big furry beasts with bat wings and 
human-like appendages. They carry 
machine guns.
[GIANT BATS (D8); D:D8, 
B:4, I:10, SP:FLIGHT, M:6, 
DR:STANDARD]
Flight. Giant Bats hover above the 
battlefield, always keeping 
themselves at range from 
groundborn opponents.
122 .DUNGEON/
Goblins
Little critters. Mischievous folks. 
Dastardly pals.
[GOBLINS (2D6); D:D4, I:4, 
SP:SNATCH, M:6, 
DR:STANDARD]
Snatch. Goblins will forgo doing 
damage to grapple, hog-tie, and 
haul players away toward the 
nearest Dragon.
Jellies
Gelatinous lumps. Oozes and the 
sort. Each with their own elemental 
affinity. They split down the dice 
chain as they are attacked.
[DREAM JELLY (D4); D:D8/, 
B:4, I:10, IM:MAGIC, GUN, 
W:NEON, M:2, DR:DREAM 
MATERIALS]
[NEON JELLY (D4); D:D12/, 
B:2, I:8, IM:NEON, GUN, 
SP:CITY, M:4, DR:D4 CELLS]
[SHADOW JELLY (D4); D:D8/, 
B:2, I:5, IM:SHADOW, GUN, 
W:SOLAR, SP:DARKNESS, M:4, 
DR:SHADOW FOIL]
[SOLAR JELLY (D4); D:D6/, 
B:1, I:4, IM:SOLAR, GUN, 
W:SHADOW, SP:SUNLIGHT, 
M:4, DR:SOLAR FOIL]
City. Neon Jellies get an extra +1 
against people who live in big cities.
Darkness. Shadow Jellies get an extra 
+1 when the sun is down.
Sunlight. Solar Jellies get an extra +1 
while the sun is out.
Manticores
Wizard hunters, spell learners, and 
chimeric beasts. Tiger claws and 
body, snake for a tail, and a crow’s 
beaked head.
[MANTICORE (2); D:2D10, 
2D8, 2D6, B:4, I:12, 
IM:SOLAR, SHADOW, 
SP:OVERWHELM, M:8, 
DR:STANDARD]
Overwhelm. On its turn, the 
Manticore rolls all of its remaining 
dice and deals that damage to Sync.
Palims
Little forest critters. The children 
of the forest. They look dopey in 
the cutest way possible, fumbling 
and tumbling around with their 
clumsy movements.
[PALIM (1); D:D4, I:2, 
SP:BLESSING, M:20, 
DR:SPIRIT TOKEN]
Blessing. If you’re nice to them, they’ll 
give you a d10 you can add to any 
contest you want.
Princesses
Weird, floating, Alice-in-Wonderland 
person. Always spins a parasol and 
giggles incessantly.
[PRINCESS (1); D:2D12X3, 
B:2, I:6, W:GUN, 
SP:KNIGHTY KNIGHT, M:12, 
DR:6D10 BYTES]
Knighty Knight. At the beginning of 
her turn, summons a d12 Knight to 
protect her.
/REMASTERED 123
PUGs
Players Unknown. The other people 
playing this game with you. Roll on 
the PUG tables to figure out who 
they are. Give them an aspect too!
[PUG TEMPLATE (1); D:3D6, 
B:2, I:8, IM:RANDOM DAMAGE 
TYPE, W:RANDOM DAMAGE 
TYPE, SP:ASPECT, M:8, 
DR:STANDARD]
[PUG (MODERATOR) (2); 
D:4D6, B:6, I:20, IM:ALL, 
SP:MODERATOR, M:2, DR:BAN]
[PUG (PVP) (1); D:3D6, 
B:2, I:10, SP:ASPECT, M:2, 
DR:SUMMON SIGN]
Sagas
Imagine a cat standing on its hind 
legs with its torso stretched all the 
way out. They wear capes and their 
eyes glow. 
[SAGA (D10); D:2D6, I:5, 
SP:HYPNOSIS, M:8, 
DR:STANDARD]
Hypnosis. Target player is charmed 
by the Saga.
Saga Princes
They come from storm clouds. The 
envoys of the Cat Queen herself.
[SAGA PRINCE (1); 
D:2D10X5, B:4, I:12, 
IM:GUN, SP:THERON, M:8, 
DR:REST DICE]
Theron. Can summon the Theron (a 
big liger) to help them in combat. 
Fights with 3d6.
Scarecrows
Little puffy crows that explode 
when attacked.
[SCARECROW (2D10); D:D4, 
I:2, SP:POP, M:10, 
DR:STANDARD]
Pop. If destroyed in melee, roll their 
dice as damage as they explode.
Skeletons
Those boney boys. The remnants of 
old NPCs and abandoned accounts.
[SKELETONS (D6); D:D6, 
B:1, I:4, IM:SLASHING, 
PIERCING, W:SMASHING, 
SP:REASSEMBLE, M:2, 
DR:STANDARD]
Reassemble. A Skeleton will 
reassemble itself in a day if not 
destroyed with a solar weapon.
Shadow 
Skeletons
Only the oldest accounts create Shadow 
Skeletons when they’re abandoned.
[SHADOW SKELETONS (D6); 
D:3D6, B:3, I:10, 
IM:SLASHING, PIERCING, 
SHADOW, W:SMASHING, SOLAR, 
SP:THORNS, M:1, DR:SHADOW 
FOIL]
Thorns. You take 1 Sync damage 
when rolling a contest against a 
Shadow Skeleton, on account of 
them being full of thorny roses. 
124 .DUNGEON/
Snakes
Big snakes. You’ve heard of them.
[SNAKES (D6); D:D10, B:2, 
I:10, IM:MAGIC, SP:ABSORB, 
M:5, DR:DRAGON MATERIALS]
Absorb. Snakes absorb spells that 
are cast in combat, giving them an 
extra d10 to their next contest or 
damage roll.
Hafgan’s Snake. Starts with 5d10.
Spiders
They’re friendly if you don’t attack 
them. Toggling arachnophobia in the 
Help Menu replaces them with dogs.
[SPIDERS (D20); D:D4, 
I:20, SP:WEB, M:12, 
DR:STANDARD]
Web. Target player is webbed and 
given the paralyzed status.
Spider Priests
Brutalizers that walk on two fingers, 
dressed in horrifying robes. They 
are forever searching for their god.
[SPIDER PRIEST (D4); 
D:D10, B:5, I:6, W:GUN 
SP:SUMMON, M:12, 
DR:STANDARD]
Summon. At the end of the round, 
each spider priest summons a Spider.
Vorths
Disembodied mouths, each with 
their own uniquely generated lips 
and teeth.
[VORTHS (D4); D:4D6, B:4, 
I:8, IM:SOLAR, 
SP:SWALLOW, M:5, 
DR:STANDARD]
Swallow. Target is swallowed and 
given the grappled status.
Walls of Flesh
A red and pink mass of flesh 
covered in eyes, arms, and mouths. 
[WALL OF FLESH (1); D:D20, 
B:5, I:12, W:PIERCING, 
SLASHING, SP:EVERYWHERE, 
M:2, DR:STANDARD]
Everywhere. While in combat, a Wall 
of Flesh counts as being within range 
of everything.
Wolves
Ancient beings who know the 
human tongue.
[WOLVES (D6); D:D8, B:1*, 
I:8, W:GUN, SP:PACK 
TACTICS, M:8, DR:FASHION 
MATERIALS]
Pack Tactics. A Wolf’s bonus is equal 
to the number of Wolves present.
Zombies
Decaying undead. Generated whenever 
a player is forced to respawn.
[ZOMBIES (D20); D:D6, I:2, 
W:GUN, SP:ATTRACTION, M:1, 
DR:STANDARD]
Attraction. At the end of each round, 
d4 more Zombies enter combat.
/REMASTERED 125
Appendices
ROIJPXYPQIJEUVEKLMOWNNGJEFHRNSZabcT
ROIJPXYPQVEKLMOWNIHRNSZabcTJEUNGJEF
126 .DUNGEON/
EXPANDED SKILLS
Skills are in-game abilities that dictate how 
good your Avatar is at accomplishing tasks. 
Choose three skills to gain training in, alongside 
the one skill gifted by your Job. Training in a 
skill means you get +2 to rolls when using it. 
Expertise in a skill means you get +4 to rolls 
when using it.
Skills are categorized by which Stat theyfall 
under. Add your bonus to Contests where the 
Skill is applicable, rolling your Stat Dice and 
adding the Skill to the result.
To learn a new skill, PCs must find someone 
who can teach it to them. This requires a 
payment of 20 Bytes and a week of downtime. 
To gain Expertise in a skill, the player and the 
Server Host must agree to a challenge. Failure 
to accomplish the challenge locks you out of the 
skill until another challenge is agreed upon. If 
the challenge is accomplished, the player gains 
Expertise in the skill.
SKILL TRAINING
/REMASTERED 127
BUILD.
Instead of armor, characters have a base 
defense that acts as damage reduction. Training 
in defense gives you 1dr, and Expertise gives you 
2dr. Some clothes and armor may offer more 
damage reduction.
Training in magic lets you cast spells. Without 
training, you might be able to read the spells 
but their magic is lost on you. Expertise allows 
you to identify who cast a particular spell and 
detect magic in the area.
Training in melee allows you to use big melee 
weapons. Expertise allows you a unique “stance” 
with your weapon of choice. Whether you’re 
swinging a sword or punch, add your training 
when making attacks against opponents. 
Acrobatic leaps, climbing, and navigating 
dangerous terrain. Training in platforming 
gives you tighter control over your Avatar’s 
movements. Expertise gives you a double jump.
Knocking things over, pushing things out of the 
way, and general, hand-made destruction. 
Training in strength makes objects weigh less 
to your character. Expertise lets you throw 
large objects.
META.
Creating and identifying foils. Training in 
alchemy allows your character to craft lesser 
foils out of Materials. Expertise lets you craft 
greater foils.
The knowledge of and training to use magic 
items and sci-fi tech. Training in arcanum 
allows you to use neon weapons. Expertise 
gives you basic information about magic items 
that are within your line of sight.
Considered a hidden skill of the game, because 
it is not clearly defined on the wiki. Training in 
dreams allows you to make pacts with the 
pantheon of .dungeon. Expertise in it allows you 
to open yourself to the world of Annwn and 
receive messages from it. Often cryptic or 
prophetic. [Call to action! The .dungeon wiki is 
open for new contributors who know more 
about this skill.]
DEFENSE
MAGIC
MELEE
PLATFORMING
STRENGTH
ALCHEMY
ARCANUM
DREAMS
128 .DUNGEON/
META (CONTINUED).
Training in lore means the game expands 
descriptive text. Expertise means the game 
might butt in to give you information, even 
when you didn’t ask for it.
Training in navigation improves your HUD 
radar and quest markers. Expertise gives you 
active hints to help you search and travel.
PRESENCE.
Training in animal handling allows you to take 
on animals (and some monsters) as pets. 
Expertise in animal handling lets you reroll 
animal reactions to you, and take on a mount.
Training in perception improves colors, sounds, 
and smells to enhance your senses. Expertise in 
perception does this even more and also adds 
faint outlines to things of interest. The invisible 
hands of the game like you.
Training in sneak reduces the ambient and 
active sounds of your Avatar. Expertise makes 
you completely silent while crouched.
Training in speech improves NPC reactions to 
you. Expertise in speech rerolls reaction rolls, 
even in dangerous situations.
Training in vibes improves the haptic feedback 
of your VR rig, giving you subtle signals when 
things are off. Expertise improves this even 
more and makes NPCs more readable.
LORE
NAVIGATION
ANIMAL HANDLING
PERCEPTION
SNEAK
SPEECH
VIBES
/REMASTERED 129
HANDS.
Training in accuracy reduces arrow and bullet 
drop and other things that affect the trajectory 
of ranged attacks. Expertise subtly slows 
aiming down to give you greater control.
Training in crafting allows you to create lesser 
versions of items as long as you have the 
supplies. Expertise allows you to create 
greater versions.
Training in engineering aids you in repairing 
vehicles and other machinery in the world. 
Expertise aids you further by reducing 
repair costs.
Training in explosives allows you more wiggle 
room for failure while using them in combat, 
and aids you in building and disarming 
explosives. Expertise allows you to disarm 
explosives without destroying them.
Training in piloting improves vehicle 
responsiveness and makes them easier to 
control. Expertise allows for a semi-auto-pilot so 
you can take on simple tasks while also piloting.
ACCURACY
CRAFTING
ENGINEERING
EXPLOSIVES
PILOTING
130 .DUNGEON/
Statuses are applied when traps are triggered, 
mobs land unique attacks, or by fumbling 
certain actions. When a status is applied, its 
effects are immediate. A player can use their 
action to make a Tilt roll to end the status. 
Otherwise they’ll need foils or magic to cure 
the status.
Take 1 Sync damage at the start of each of your 
turns until the bleeding is stopped.
All navigation or targeting requires a successful 
Luck roll. 
Take d6 Sync damage at the start of your turn.
Act on the charmer’s turn and add your dice to 
their damage.
All failed rolls are considered fumbles.
You can’t hear any voice communications or 
game sounds. You may need to cover your ears, 
leave the room, or deafen your headset.
You’ve failed your swimming roll and are 
now drowning. Roll Tilt at the start of your 
turn until someone saves you or you are 
forced to respawn.
You must move as far as possible from the thing 
that frightened you. You can’t take actions that 
harm the thing that frightened you.
You can’t move but can still take your action.
Make an RNG roll to be able to spot an invisible 
target. All combat rolls must be made using 
RNG as well. Hitting an invisible target makes 
them visible.
BLEEDING
BLINDED
BURNING
CHARMED
CONFUSED
DEAFENED
DROWNING
FRIGHTENED
GRAPPLED
INVISIBLE
STATUSES
/REMASTERED 131
If you are afflicted with this status, all 
navigation requires a successful Luck roll. 
Failure means the Server Host chooses where 
you go.
You can’t move or take an action on your turn. 
All damage you take is doubled.
You make all rolls using your Tilt dice. 
Failure marks a respawn. Respawning 
removes this status.
You must attack the person or creature nearest 
to you. 
You make all rolls with -1.
Cannot cast songs and voice communication 
doesn’t work. Cover your mouth or mute 
your microphone.
All attacks auto-hit and deal twice as much 
damage. If attacking a sleeping mob, the attack 
removes two dice.
You go at the end of initiative and can only move 
or only take an action on your turn. Not both.
Your turn is skipped this round of initiative.
Melee attacks against you count as crits if they 
hit. Ranged attacks treat you as behind partial 
cover. You can end this status at the end of your 
turn. No roll needed.
LOST
PARALYZED
POISONED
RAGE
SICKENED
SILENCED
SLEEPING
SLOWED
STUNNED
TRIPPED
132 .DUNGEON/
Individuals who have made a pact with Orion, 
the eight eyes of the sad god, become 
moderators. To do this, earn a moderator’s 
trust, get assigned a job, and if you complete it 
without hiccups they will take you to one of the 
eight eyes to make your pact. Tasks assigned by 
moderators include basic moderator duties, 
such as patrolling dangerous areas at night, 
protecting a settlement’s walls, maintaining 
goodwill with local guilds, and engaging in PvP 
against trolls and griefers. 
Moderators are given three special privileges. 
Mods found abusing their privileges will have 
them revoked and their moderator role stripped.
Silence. Target’s mic is muted for 30 minutes.
Freeze. Target is frozen in place for 10 minutes.
Kick. Target is forcefully removed from the 
server and placed on a temporary (1 hour) ban. 
After a user has been kicked, all subsequent 
kicks will double the temporary ban.
Moderators can use their abilities throughoutAnnwn, but their domain is the settlements. 
They uphold the “no PvP in settlements” rule 
and seek to protect players from griefers and 
trolls. As a moderator you might be called on to 
assist others in their duties at any time while 
you’re logged on.
Moderators are denoted by the purple halo that 
floats above their head. It sheds dim light, but 
other than that is purely cosmetic. Moderators 
who are stripped of their privileges lose the 
halo and are given a Jinx instead. Jinxes are 
small purple imps that hide in your shadow 
whenever they aren’t floating around your 
head. They offer no mechanical benefit and can 
only speak their name, “Jinx!”
MODERATORS
PRIVILEGES
/REMASTERED 133
Administrators have the same privileges as 
moderators, but they also carry a Sword of 
Banishment. If a player or PUG is killed by a 
Sword of Banishment, they are permanently 
banned from playing the game, .dungeon, the 
book you’re currently reading, ever again. They 
can no longer make characters or participate 
in sessions of .dungeon ever, ever, never.
ADMINS
Artist's rendition of Hafgan before his demise.
136 .DUNGEON/
LEAVE YOUR WORLD BEHIND.

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