DNGN+DRGN PDF V4.2
DNGN+DRGN PDF V4.2
D N G N C LU B G A M E S 2 0 2 5
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drgn
WO R D S , D E S I G N , L AYO U T
JACK PANIC
SOME ARTWORK COPYRIGHT
FELIPE DA SILVA FARIA
USED WITH PERMISSION
ALL PLAYERS
YOU HAVE TWO SKILLS
DNGN drgn +
G E T I N , G E T T H E T R E AS U R E , & G E T O U T !
LIFE + DEATH
Your overall vitality is also measured via your DNGN + DRGN. Whenever you fail a dangerous
task (such as attacking or disarming a trap) the skill dice used are reduced one size.
If a skill is reduced to below a d4, you are wounded.
If both skills are reduced below a d4, you become incapacitated for the rest of the scene.
If the entire party becomes incapacitated in the same scene, you are doomed to die.
DNGN pertains to your ability to navigate dungeons, avoid their traps, and learn their mysteries.
DRGN relates to your prowess in handling the creatures within, with violence or diplomacy. If you survive being incapacitated, regain a 1d4 at the start of the next scene.
Each skill has associated dice that represent your MAXIMUM proficiency as well as your
CURRENT effectiveness.
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All other attributes of your character give you a , which can be applied to roll to increase Skirmishes + FACEOFFS
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its size one step [EX: using a sword [ ], a DRGN dice of d6, would be boosted to a d8.] If combat breaks out, the DM decides whether this is a SKIRMISH or a FACEOFF.
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A [ ] can increase the size past your maximum but can not exceed a d12. SKIRMISHES are quick, cinematic, and abstract. The DM sets the DNGR DICE and players
TAking actions
take turns attempting to deal with threats either with direct force or cunning use of
resources/the environment.
Each time you eliminate a threat, the DNGR DICE is reduced by one.
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Once it's reduced below a d4, the skirmish ends.
FACEOFFS are boss battles with higher stakes and lethality, typically against a singular
legendary monster (like a dragon).
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1. Whenever you attempt a risky action, grab a d20 & choose DNGN or DRGN.
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These foes are a collection of threats with their own dice, instead of the standard [ ].
2. Then use any applicable [ ] to increase your SKILL DICE size.
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3. The DM then builds their DNGR DICE, starting at zero and gaining a [ ] for each danger
4. Both you and the DM roll your dice and compare results:
They each have their own dice size and are all rolled together as the DNGR DICE POOL.
You can CALL A SHOT by targeting at a specific threat, rolling against its specific singular
die instead of the entire dice pool. If successful, that trait is reduced by 2 size steps.
SUccess They get a turn after each player has taken an action.
If your roll is higher, you succeed and may narrate the success of your action.
Failure
If you roll lower your attempted action fails and the DM may narrate the results.
rest + camping
QUICK BREATHER Let down your guard and take a few minutes to rest and increase a skill
If you fail a roll in combat, reduce your current dice size for that skill by one dice step. die by one step (not to exceed the maximum).
1d6
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1d6
/ 1d4
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1d8
/ 1d10
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2
ARMOR
POINTS
Heritage
+ + + +
Examples: Human Trash [ ] Clockwork Person [ ] Void-Elf [ ] Micro Giant [ ]
DNGN drgn GEAR
armor
class GOLD
Examples: Enchanter [
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], Blood Wizard [
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] Empty Knight [
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] Godless Cleric [ ] GEAR is fluid and does not need to be declared until you use it. You have [
+++ ]
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to allocate each delve. Use them as separate items (Ropes [ ] Lockpicks [
+ ] etc.)
+++
or stack them on a single item ( Wand of Fireballs [ ] etc.)
LOOT is special gear you discover while adventuring that set your skill dice to a
START W / 1D4
d12 for one roll. Loot takes up a slot of your gear and is consumed upon use.
ICONIC ITEM or WEAPON ARMOR POINTS can be expended anytime you need to reduce the size of a skill dice. Typically Gear
can have 1 or 2 AP and can block one reduction per point. At 0 AP, the gear becomes broken.
+ + +
Examples : Hypnotic Pocketwatch [ ] Cursed Revolver [ ] Talkative Raven Familiar [ ]
BOONS are rewards gained by completing delves. Whenever you complete a delve, choose one:
Upgrade the maximum size of a single skill
2 +
Increase the [ ] of your class, heritage, background, or iconic item by 1.
on its turn: TWO HEADED
2D6 DNGR
Targets TWO players with its heads; if
they fail against DNGR's roll, they cannot
take any actions that require moving Paralyzing
more than a few inches on their next breath
turn. 1D6 DNGR
TWINS
total disdain for all creatures while the
other is curious about outsiders.
QUICK
SPRINTER
1D4 DNGR
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3
ALL PLAYERS
Helping
Any number of players can HELP another while attempting an action roll, adding any [
to the active player’s SKILL DICE.
+] take the lead
The flow of the game is in turns; establish a “marching order” based on the natural dynamic of
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[ ] added this way CAN exceed a d12. Create a temporary second die that starts at a d4 the group as it emerges, and then follow that pattern. It's not a strict turn order, but rather a
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and increase it for each additional [ ]. way to ensure that each character has a moment to interact and react with the fiction.
When it's your turn, you are encouraged to build on the scene and to fill out the world. Ask
There is a drawback to helping another player, as you share the same negative
consequences on a failed or pushed roll. questions and also offer answers to questions, while it's DNGN MGMT’s job to maintain the
narrative “canon.” It's everyone's job to write the scenes and build the world and larger narrative.
EX: Felcord and crew are attempting to leap across a gap. Felcord’s total after
applying his bonuses but before rolling his DNGN DICE is a d12; his teammate Wilco YOU CAN ALSO BREAK THIS ORDER AND ACT OUT OF TURN TO HELP SERVE THE NARRATIVE,
The Lizard Wizard is going to HELP by using his WAND OF FLINGING [
++
] on Felcord.
Since Felcord’s DNGN DICE is already a d12, he gains a d6 to add to his dice pool,
BUT ULTIMATELY IT'S A GOOD GENERAL RULE TO MAKE SURE EVERYONE MAKES AN ACTION
ROLL BEFORE YOU MAKE ANOTHER.
making his total roll 1d20+1d12+1d6. There should be no “dead turns” while playing. If the action is done in this scene, end it and
move to the next interesting moment. Always cut to the action!
PLAYER COUNT
assistance or gear for a favor or resources. When trading, the DM will tell you how many STEPS
of gold a transaction costs. (EX: A QUIVER OF SCREAMING ARROWS COSTS 2 STEPS,
The game is optimized for 1 DM and 3 to 4 players, exploring 5 POINTS OF INTEREST for DECREASING YOUR GOLD FROM A D10 to a D6)
about 3 hours (including character creation) for one session. MONEY TALKS: If you find yourself outside of a dungeon, at a tavern perhaps, use your GOLD
MORE PLAYERS: Up to six players can comfortably play the game, but you should add DICE for any social rolls with these changes: a successful roll increases your GOLD by one step,
an extra 30 minutes to your session per player over 4, as well as an additional POINT OF A failure decreases it by one step, and a push decreases it by two steps.
Additional RULES
INTEREST per extra player.
Play to learn, Since the players have the ability to turn most failures to successes, 1. THE BLOODSTINED ENTRANCE
dont pull your punches. 2. THE BONE SHRINE
Encourage the players to add to the world and take control of the action when 3. THE OIL SLICK GROTTO
they succeed on their rolls. 4. THE GOBLIN NIGHTCLUB
Use communication tools (lines and veils, the x card, stars & wishes to make sure 5. THE HIVE HEART
fun is had by everyone at the table. Be a fan of your players. Traveling between locations takes a number of turns equal to the difference of the two
locations' numbers. (EX: moving from location 1 to 5 takes FOUR turns as 5 - 1 = 4).
DNGR DICE
On each turn, a different player takes the spotlight as they explore, and you roll to see if a
random encounter occurs.
When calculating DNGR DICE for a situation, always describe each threat as you TYPICALLY, THE FINAL ENCOUNTER WITH THE DRAGON IS LOCKED BEHIND A MACGUFFIN.
incrementally increase the dice. For example: EX: THE DRAGON’S CHAMBER REQUIRES BOTH PIECES OF A LOST TALISMAN TO OPEN.
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ENCOUNTERS
"Archers across the ridge shoot at you [ ],"
"The bridge Troll breaks free from its chains and chases you [
++]," or
"The bridge is old and rickety [
+++
]."
At the start of each player’s turn during exploration, roll a d20 with an X-in-20 chance of a
DNGR DICE start as a d20 + 0, with the first threat adding a d4, the next a d6, and so on. random encounter. (X = turns since the last encounter)
UNLESS ENGAGED IN A FACEOFF THE DNGR DICE CANNOT EXCEED A D12.
IF TRIGGERED roll 2d6:
FELCORD THE MANIPULATE BOTH ODD: NPC
DNGN 1d6 (max) DRGN 1d6 (max) BOTH EVEN: MONSTER
HERITAGE: HUMAN TRASH [+] BACKGROUND: STREET MAGICIAN [+] CLASS: ENCHANTER [+]
ICONIC ITEM: HYPNOTIC POCKETWATCH [+] GEAR: SPELLBOOK [++] BOLO TIE [+] RHINESTONE JACKET [+]
SPLIT ODD/EVEN: OBSTACLE OR RESOURCE
DM: While exploring an underground grotto, you find yourselves at the edge of an impossibly deep chasm. As you REACTIONs+DANGERS Add the 2d6 together:
search the edges, you spot torchlights in the distance… and a bridge! Approaching it, you see a score of goblins with
a captive BRIDGE TROLL. They demand payment to cross. 2-5: HOSTILE NPC / DANGEROUS HAZARD
FELCORD: I’ll hypnotize the goblins! I’ll convince them I’m actually their good friend who deserves free passage. 6-8: INDIFFERENT NPC / MINOR OBSTACLE
DM: Got it. The goblins seem peaceful, but they hate street performers (+), distrust Humans (+), and have a BRIDGE 9-12: FRIENDLY NPC / USEFUL RESOURCE
TROLL (++) guarding them. So, I’ll roll d20 + d12 against your d20 + d12.
If no encounter is triggered, have the active player describe something interesting they see
FELCORD: I rolled a 17…
or do as they push deeper into the dungeon.
DM: I rolled a 12—they’re charmed! Describe how your crew crosses the bridge unscathed.
REWARD CREATIVITY WITH GEAR, LOOT, AND BOONS.
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THE FIREBREATHER
A living embodiment of elemental fire
and pure voracious anger, its hoard a
mote of molten gold.
SCALDING
SCALES 1D6 DNGR
on its turn:
IT BREATHS FIRE! Each player rolls a
DRGN to resist. If they fail, reduce
EACH skill dice.
Flaming
tongue 1D10 DNGR
Heatwave
wings 1D8 DNGR
+
6
THE
A mutant mass of melting muck that moves
around its crystalline bone frame, its ooze
corrodes metal and flesh.
DRACOOZE
ACIDic
SPRAY 1D8 DNGR
Crystal
bones 1D8 DNGR
on its turn:
It attempts to swallow a player, they
make a DRGN roll to resist. If they fail,
they lose 1 piece of gear in addition to
reducing their DRGN DICE.
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OOZING
Skin 1D1O DNGR
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inspiration
DNGN MGMT
Heritages Iconic items
1. LUCKY GNOLL’S FOOT
1. BIONIC DWARF
2. MAGIC 8 BALL
2. ANTHROPOMORPHIC ANIMAL
3. PNEUMATIC SCREWDRIVER
3. OOZE-BORN
P
4. DRAGON WHISTLE
4. SWARM-IN-SKIN
5. ELDRITCH BRIEFCASE
5. VEILED ELF
6. UTILITY BELT
6. MAN-MIMIC
7. PLAYING CARDS (ALL JOKERS) POINTS OF INTEREST hazards + obstacles monsters + enemies
7. LIVING MONOLITH
8. X-RAY SPECS 1. THE SKULL DOOR 1. FALLING ROCK TRAP 1. SEVEN-HEADED TROLL
8. SENTIENT SNOWMAN
L
9. SENTIENT DOLL 2. THE ROCK CANDY CAVERNS 2. EXPLODING RUNE FLOOR 2. LIVING STATUES
9. SQUIDFACE
10. THREE-SIDED COIN 3. THE GLOWING LAKE 3. POISON TRAPPED CHEST 3. MIRROR-PEOPLE
10. DINO-DESCENDANT
11. A REALLY COOL JACKET 4. THE UPSIDE DOWN GALLERY 4. MIND-CONTROLLING SWITCH 4. A RIVAL GROUP OF DELVERS
11. JUNK GOBLIN
12. ROLLER SKATES 5. THE HATCHERY 5. SKY-FILLED CHASM 5. A NESTING GOOSEMOOSE
12. LIVING SKELETON
13. VEST WITH FLAIR 6. MASTERLESS HOMUNCULI
A
6. THE ENDLESS BRIDGE 6. SUSPICIOUSLY TASTY FOOD
backgrounds 14.
15.
MAGIC MARKER
NEVER-ENDING BUBBLE GUM
7.
8.
THE TRAINING GROUNDS
THE SHADOW VILLAGE
7. A VAMPIRE WEDDING
8. A MIMIC VILLAGE
7.
8.
CLOCKWORK GUARDIAN
TRICKSTER IMPS
16. SOUL LANTERN 9. THE TUNNEL OF TEETH 9. A DOORWAY GUARDIAN 9. TEETH THIEF FAIRIES
1. SKY PIRATE
17. HELM OF BLINDNESS 10. THE RAPTOR RACETRACK 10. NO GRAVITY 10. AMNESIAC MAGE
2. REFORMED SCUMBAG
Y
18. SKIN-TIGHT SNEAKING SUIT 11. THE LIBRARY LABYRINTH 11. OVERTLY TRAPPED CORRIDOR 11. INJURED MANTICORE
3. RUNE ARCHEOLOGIST
19. FAKE MUSTACHE 12. THE HALL OF WISHES 12. MONSTER FIGHT CLUB 12. SLEEPING GIANT
4. BARISTA
20. BAG OF WITHHOLDING
5. GRAFFITI ARTIST
Npcs + Allies REsources LOOT + gear
6.
7.
MONSTER COLLECTOR
UNTRAINED SURGEON Iconic weapons
E
1. LOST CARTOGRAPHER 1. A FOUNTAIN OF HEALING 1. THE CHALICE OF THE GODS
8. TAVERN BOUNCER 2. MONSTER MERCHANTS 2. A GOBLIN MARKET 2. POTION OF CERTAINTY
1. MAGIC CROWBAR
9. DEFECTIVE DETECTIVE 3. METHOD ACTORS 3. A GOOD LUCK SHRINE 3. RUNES OF DOOM
2. SWORD OF SPEECH
10. WIZARD LAWYER 4. DUNGEON SPELUNKERS 4. A PROTECTED GROVE 4. A VENDING MACHINE
3. A VERY HEAVY BOOK
11. PROFESSIONAL PRIZEFIGHTER 5. MONSTER RESEARCHERS 5. A TRAVELING TAVERN 5. JACKET OF MAD JUMPS
4. TENTACLE WHIP
R
12. DISGRACED CELEBRITY 6. GOBLIN POTIONMAKER 6. A DROW TOUR GUIDE 6. A SIX-PACK OF GOBLIN GROG
5. HOLY WATER PISTOL
6. BLACKJACK 7. STUCK TIME-TRAVELER 7. AN UNDERGROUND TRAIN 7. FUR SUIT OF ARMOR
Classes 7. BRASS KNUCKLES (LAW + CHAOS) 8.
9.
KNIGHTS ON A MISSION
DRAGON WORSHIPERS
8. A STOCKED LARDER 8.
9.
THE DISCO BALL OF DESTINY
A LOTTO TICKET
8. HELLFIRE CHAINS 9. A FEY CARNIVAL
1. PUGILIST 9. RABID DIRE DOG 10. TALKING DOG 10. AN ABANDONED GNOME MECH 10. INTANGIBLE ARMOR
S
2. WORDSMITH 10. LASER WATCH 11. DUNGEON INSPECTOR 11. THE FORGOTTEN BLACKSMITH 11. BOOK OF MANY SECRETS
3. DEATH DRUID 11. RUSTBLOOD MACHETE 12. MAGE ACADEMY FIELD TRIP 12. A BODEGA 12. A COPY OF THE GAME RULES
4. TRANSMAT COURIER 12. WASP RIFLE
5. MENTALIST
6. PARANORMAL PICKPOCKET
13.
14.
HEAT-SEEKING DAGGER
DYNAMITE BANDOLIER
DELVING HOOKS
7. RAT MAGE 1. THE KING IS PARDONING ANYONE WHO CAN BRING HIM THE HEAD OF A DRAGON (FOR ANY CRIME).
15. WRIST ROCKET
8. SPYMASTER 2. A GROUP OF DISASTER TOURISTS WERE TAKEN CAPTIVE BY THE DRAGON.
16. GUNBLADE
9. TOO MANY SWORDS 3. IT'S PERSONAL; THE DRAGON KILLED YOUR FATHER AND MARRIED YOUR MOTHER.
17. GUITAR GLAIVE
10. MATTER-EATER 4. IN THE DRAGON’S HOARD IS A SCROLL OF IMMORTALITY. (IT TURNS OUT TO BE A SCROLL OF IMMORALITY).
18. MECHANICAL MACE
11. WEREMOOSE 5. YOU'VE COME TO WARN THE DRAGON; THE KING IS SENDING SWAT WIZARDS TO STEAL THEIR HOARD.
19. DEATH’S BUSINESS CARD
12. LEAD BASSIST 6. IT'S FREE REAL ESTATE!
20. FINGERGUNS
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THEELDER +
Ancient and wise, the elder can answer any INFINITE
Intelligence 1D6 DNGR
question about the known universe with
insightful, if vague, answers. It is said that Wizened
if given the proper motivation, he can grant wisdom 1D6 DNGR
the wishes of mortals.
CHARMING
Charisma 1D6 DNGR
SAVAGE
STRENgth 1D6 DNGR
DRACONIC
DEXTERITY 1D6 DNGR
CONtinual
CONSTITUTION 1D6 DNGR
on its turn:
Preferring words to violence, the elder chooses a
player and speaks a truth about them (usually mean),
causing the fabric of reality to bend to its will.
The player chooses a [
+ ] and permanently erases it
and loses any memory of it.
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THE GREATEST FANTASY ROLEPLAYING GAME IN THE WORLD
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DNGN + DRGN © 2025 by DNGN CLUB GAMES is licensed under CC BY-SA 4.0
Feel free to remix and use any of the text in your own projects, as well as the core mechanics.
Do not use any of this work in conjunction with generative AI models or for any work that supports fascism, bigotry, or hatred.
DNGN CLUB GAMES is Jack Panic
Images uses with permission and may not be reproduced.