Dungeons & Fighting Dragons

1. Game Overview

Title: Dungeons & Fighting Dragons (DFD)

Genre: High-action heroic fantasy

Setting: The continent of Drakoria – a land of shattered dragon kingdoms, mile-deep dungeons, and endless treasure. Dragons never went extinct; they just learned to hide and hoard smarter.

Core Themes: Greed, glory, and the raw thrill of fighting something bigger than yourself. This is not a game about careful politics or moral philosophy. It is a game about kicking down the dungeon door, stabbing a dragon in the face, and taking its stuff.

Tone: Heavy-metal fantasy. Fast, brutal, cinematic, and unapologetically fun.

Playtime: 1–4 hour sessions. Perfect for one-shots or short campaigns.

2. Core Mechanics

Everything uses ordinary six-sided dice (d6). You need about ten per player.

The Risk Roll

When you attempt something dangerous or uncertain:
Roll 2d6 + Attribute + bonuses

Advantage: Roll 3d6, keep best two.
Disadvantage: Roll 3d6, keep worst two.

Attributes (the five stats on your sheet)

AttributeMax BonusUsed For
Strength+3Melee, lifting, breaking, intimidation
Agility+3Dodging, ranged, stealth, acrobatics
Perception+2Noticing, searching, initiative
Knowledge+2Lore, magic, puzzles, medicine
Stealth+1Sneaking, thieving, ambush

3. Character Creation (5 minutes)

  1. Write a badass name
  2. Choose a Class (next page)
  3. You have 8 “ticks” to spend on Attributes (check the boxes on the sheet). Each tick costs 1 point and gives the listed bonus. You cannot exceed the printed maximums.
  4. Starting Power = 10 + Strength bonus
  5. Defense = 10 + Agility bonus + armor
  6. Start with your class gear + 3d6 × 10 gold pieces
  7. Pick or roll one Background (gives a small perk)

Classes

Dragon Knight

Start: Longsword (1d10), chain (+2), shield (+1), warhorse
Power Moves (choose 2 at level 1, more later):
• Lance Charge • Dragon’s Bane Strike • Oath of Vengeance

Wyrmstalker

Start: Two short swords (1d8 each), leather (+1), dragon-slaying poison (3 uses)
Power Moves: Backstab, Venom Blade, Trapfinding

Battle Sorcerer

Start: Staff (1d6), spellbook, no armor
Start with 3 spells (Firebolt, Shield, Sleep, Magic Missile, etc.)
Power Moves: Overchannel (burn Power for bigger spells)

Ironclad

Start: Great axe (1d12 two-handed), plate (+3), slow
Power Moves: Cleave, Shatter, Unbreakable Stance

Combat & Harm

Turn Order

Everyone rolls 2d6 + Perception at the start of combat. Highest acts first.

On Your Turn

Attack

Roll 2d6 + relevant Attribute vs enemy Defense.
Hit → Roll weapon damage + Attribute bonus.
Subtract from Power.

Power & Death

At 0 Power you fall unconscious and start making Death Saves (2d6):
10+ wake up with 1 Power | 7–9 nothing | 6 or less gain a Wound and stay down
3 Wounds = dead.

Healing

Short rest (10 min): roll 1d6 + Knowledge, recover that much Power.
Long rest (8 hours): full Power, remove 1 Wound.

Progression – Leveling

You need Glory (experience) to level.

LevelGlory NeededBenefits
215+6 Power, 2 new ticks, new Power Move
330+6 Power, 2 ticks
460+8 Power, 3 ticks, new Power Move
5100Legendary – create your own epic Power Move

Award 1–5 Glory per fight, 5–20 for major quests or dragon kills.

Game Master Rules

Monster Stat Block (example)

Young Red Dragon
Power 60 | Defense 15 | Bite 2d10 + Strength 5 | Fire Breath 4d6 in 30-ft cone (once per round)
Special: Flight, Fear Aura (all must roll Will or be shaken)

Quick Monster Creation

World – Drakoria

Five great dragon lineages still rule hidden kingdoms beneath the earth. Mortal cities pay tribute or get burned. Adventurers are outlaws, exiles, and glory-hounds who delve into the dungeons to steal dragon hoards.

Major Powers

Ready-to-Run One-Shot: “The Ashen Vault”

Level 1 party, 2–3 hours

The village of Ashfall hasn’t seen the sun in weeks. A young black dragon named Vyrak has taken the old silver mine and demands tribute. The villagers hired you to kill it.

Key Locations

  1. Collapsed Entrance – Perception DC 10 to find safe path
  2. Acid Flooded Tunnel – Agility DC 11 or take 2d6 acid
  3. Kobold Guards (6 kobolds, Power 6 each)
  4. Vyrak’s Lair – Young Black Dragon
    Power 45 | Defense 14 | Bite 2d8 | Acid Breath 4d6 line
    Weakness: hates bright light (disadvantage if someone uses a torch in its face)

Treasure: 2,400 gp in coins, +1 longsword “Dawnfang”, potion of dragon control (one use)

Safety Tools & Final Words

Grab dice. Make a character in five minutes.
Go fight dragons.
Take their stuff.