Giffyglyphs Darker Dungeons v1 4

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Darker Dungeons focuses on adding realism and danger to D&D 5e by emphasizing attrition, limited resources, survival challenges, and the passage of time during adventures.

The six major themes addressed are attrition, inventory restrictions, survival, the passage of time, challenging travel, and making wealth more important.

Characters can gain lasting wounds and injuries, and leveling up focuses on training to gain new abilities rather than just increasing stats. Hit points are also increased more slowly.

Preface 2 Afflictions 26

Darker Dungeons Major Themes


Modes of Play
2
2 Dangerous Magic 27
Burnout 27

D
arker Dungeons is an unofficial Character Creation 4 Regional Magic 29
set of rules—heavily inspired by Darkest Leveling Up 8 Life & Death 30
Dungeon—designed to tone down the Training 8 Health 30
default heroics of D&D 5e and put more of Awarding Experience 9 Lingering Wounds 30
an emphasis on danger, risk, and hardship. Equipment 10 Permanent Injuries 31
An adventurer's life is not an easy one, and Inventory Space 10 Dying 31
survival is never a guarantee. Wear & Tear 14 Cheating Fate 32
Darker Dungeons focuses on three core themes: Item Quality 14 Death 32
exploration, survival, and wealth. Explore forgotten Ammunition 15 Resurrection 32
corners of the world and make new discoveries. Survive Magic Items 15 Retirement 32
by managing your resources and making the most of Item Charges 15 Rest & Downtime 33
your skills. Gain fame, fortune, and power—or fall into Short Rest 33
ruin and madness like so many before you. Taking Action 16 Long Rest 35
Be smart, be careful, and be brave. The Darker Active Defence 16
Dungeons await. Your journey begins... Active Initiative 17 Making a Journey 37
Degrees of Success 18 The Journey Phase 37
Social Interaction 19 Roles 38
Version 1.4 Skill Checks 19 Travelling Pace 39
Tools 19 Encounters 40
Darker Dungeons references material from the 5e Player's
Knowledge Checks 19 Random Tables 41
Handbook, Xanathar's Guide to Everything, and Volo's Guide
Assistance 19
to Monsters. Contact me if you have any questions, feedback,
or suggestions. Thanks for reading!
Inspiration 19 NPC Economy 44
~ Giffyglyph, May 2018 Conditions 20 FAQ 46
Applying Conditions 22 Quick Reference 49
Contact: u/giffyglyph / @giffyglyph / [email protected]
Stressing Out 23 Character Sheets 51
Stress 23

darker dungeons
1
Preface

D
arker Dungeons is a collection of
house rules used in my own D&D games to
add features I personally find lackluster in Credits & Influences
the vanilla 5e ruleset. Rather than add new Created By: Giffyglyph
content (classes, monsters, spells, etc), this Art: Chris Bourassa
handbook focuses instead on tweaks and Stress: Darkest Dungeon
extensions to the underlying mechanics of Inventory: Matt Rundle's Anti-Hammerspace Tracker
5e—meaning Darker Dungeons should be compatible Weapon Notches: James Young's Ten Foot Polemic
with any custom classes, creatures, or spells you like. Fate Points: Warhammer Fantasy Roleplay 2e
Success at a Cost: Fate Core

Major Themes Journeys & Travel:


Advice & Testing:
The Angry GM, Adventures in Middle-Earth
1d4damage, a8bmiles, ace_of_shovels,
There are 6 themes that Darker Dungeons addresses: baronbadass1, coldermoss,
1. Attrition: Adventuring is not an easy lifestyle, and darkstreetlights123, Durins_cat,
constant exposure to danger has a lasting impact on EADreddtit, heimdall237, LeVentNoir,
adventurers. Characters gain lasting wounds, lose limbs, warpwalkers
and even go mad from stress, while weapons and armor
become chipped and broken.
2. Inventory: A restricted inventory is an interesting
inventory. Do we take a potion into the dungeon, or some
rope? If I wear heavy armor, which cuts my inventory in Modes of Play
half, can you carry some of my stuff for me? Characters Darker Dungeons contains many features and tweaks,
track their equipment not by weight but by placement, and not all are equal—some impact the game more
which is much more relatable. drastically than others.
3. Survival: Everyone needs food, water, and rest. For convenience, the main rules are grouped into three
Basic survival is a core theme of many adventures, where broad modes of play: Radiant, Dark, and Stygian. Pick
starvation and exhaustion are a genuine threat to a and choose the features that are right for your game.
character's life. Characters need to think about their
resources to stand a chance of survival out in the wilds. Radiant
4. Time: It takes a long time to do anything significant.
This helps the world evolve at a more natural pace as These features can be dropped into almost any 5e game
weeks, months, and even years pass by—kings age and without any significant tonal changes. These introduce
die, small threats grow into impending dangers, small tweaks and changes with a focus on immersion
strongholds are built and destroyed. and non-combat activities.
5. Travel: The wilds are dark and dangerous, and long- • Inventory Space: Add a slot-based inventory system
distance travel should reflect this. The journey is part of that focuses on item size and placement, not weight.
the adventure. By making travel much harder, players • Ammunition: Track ammunition using abstract terms
must make important decisions about where they go, instead of per-arrow.
how they get there, and what they take with them. • Degrees of Success: Add a success-at-a-cost option for
6. Wealth: Gold is important and everyone wants it. characters to make failed rolls more interesting.
Wealth is the key to power—or at the very least, the key • Social Interaction: Allow Intelligence and Wisdom to
to a life of comfort. Expenses are generally much higher be used appropriately in social situations, de-
given the increase in downtime duration, so characters emphasising Charisma.
must seek out valuable treasure to pay off their debts— • Skill Checks: Decouple skills from abilities, allowing
the world is not kind to the poor. skills to be used with any relevant ability modifier.
• Knowledge Checks: As the DM, roll character
Every Table is Different
knowledge checks in secret to provide misinformation
and misleads if they fail.
Darker Dungeons is a modular ruleset—feel free to tweak, • Long-distance Journeys: Make long-distance travel
replace, and cut out any bits you want. Don't like random more interesting for players with a new Journey phase
character generation? Ignore it. Prefer your own initiative and travelling responsibilities.
system? Stick with it. Think the inventory system is too • Cheating Fate: Allow characters to escape certain
limited? Extend it. death by spending a rare fate point.
These rules are written as I would run a game, but every • Assistance: Allow characters to assist each other with
table is different. Take whichever rules you think are good for
passive bonuses and prevent rerolls for multiple tries.
your own game, and leave the rest.
• Tools: Make tools and proficiencies more valuable by
granting additional bonuses.

preface
2
Dark
These features make life harder for characters and Changelog
combat more deadly. Use these to help darken the tone Darker Dungeons is an evolving compilation of rules. Here's a
of your game. log of all the major tweaks and changes to the ruleset.

• Training: Have characters pay gold and train with a v1.0


mentor if they wish to level up. • Released Feb 25 2018.
• Stress & Afflictions: Track the mental well-being of • Added chapters: Character Creation, Leveling Up,
characters and any potential breakdowns. Equipment, Taking Action, Stressing Out, Life & Death,
• Conditions: Track the conditions of characters, Rest & Downtime, Random Tables.
putting a new focus on resources like food and water.
• Death Saving Throws: Make character death more v1.1
likely with persistent death saving throw failures.
• Wear & Tear: Track equipment damage and allow • Released Mar 30 2018.
characters to repair their gear. • Added chapters: Preface, Making a Journey.
• Magic users can now chose one cantrip and one spell when
• Item Quality: Track the quality of items, affecting their generating their first-level spell list.
value and how they are treated by NPCs. • Added experience tables to help calculate XP rewards.
• Rest & Downtime: Add a more realistic time scale to • Fate points are now capped at 3.
your game by making a long rest take 1 whole week. • Split lingering physical effects into minor wounds and
• Lingering Wounds & Injuries: Add persistent wounds major injuries.
to make combat have a lasting impact on characters. • Added descriptions to the categories of Stress.
• Dangerous Magic: Make magic a bigger risk for your • Characters now gain an Affliction at 100, 150, and 175
casters with burnout and consequences. Stress—up from just 100.
• Reaching a sanctuary now reduces and caps Stress to 75.
Stygian • Greater Restoration can now be used to remove Afflictions.
• Made Intelligence and Wisdom more useful in social
These features change core parts of the vanilla 5e situations by focusing on the context of the interaction.
experience. Use these if you want to modify some of the • Added inventory container categories.
underlying mechanics of your game. • Added vehicle inventory capacities.
• Item quality now affects item resale value.
• Random Character Generation: Have players roll • Clarified the timing of events during the long rest phase.
their characters randomly to create a truly • Added new character sheets.
unpredictable adventuring party.
• Active Defence: Replace monster attack rolls with v1.2
player defence rolls to make your players feel more • Released Apr 13 2018.
active and engaged during combat. • Added chapters: NPC Economy, FAQ.
• Active Initiative: Allow players to choose who acts • Added new races and specialisations from XGtE & VGtM.
next for more dynamic combat by replacing turn-based • Magic users can now chose their spells manually.
initiative with active initiative. • Inventory size is now modified by character size.
• Treasure-centric Experience: Reward players with • Added equipment size tables.
XP for finding treasure and bringing it back to town. • Added spells, notes, and templates to character sheets.
• Added examples for equipping characters and conditions.

How to Start v1.3


It's easy to start using Darker Dungeons in your 5e game • Released May 4 2018.
—just follow these simple steps: • Grouped main features into different modes of play:
Radiant, Dark, and Stygian.
1. Pick the features: Decide which features you want to • Separated Conditions from Stress & Afflictions.
include in your game. If you're modifying an already- • Added new equipment examples and guidelines for
active game, trying introducing just one or two magical containers.
changes at a time so the transition feels more natural. • Added examples to the action changes in Chapter 4.
2. Talk with your players: Tell your players what you'll • Added missing XGtE spells to the tables in Appendix A.
be doing and why. Some of the Darker Dungeons • Expanded FAQ with some new questions.
features tweak core assumptions about the 5e
experience, so you should make sure all players are v1.4
aware and comfortable upfront. • Released May 15 2018.
3. Experiment: Once you start playing, you might find • Added chapter: Dangerous Magic.
some features don't fit with your particular game or • Added quick reference guide.
setting after all. That's ok—swap features in and out as • Added examples to Life & Death and Rest chapters.
best suits your table, or tweak rules to create your own • Added guidelines for resurrection magic.
custom Darker Dungeons variant. • Ammunition is now tracked using ammunition dice.
4. Have fun: Enjoy your game, however you play it.
chapter 0 preface
3
Chapter 1: Character Creation

C
haracters in Darker Dungeons are Subraces
not created as regular D&D characters—you Some races have a variety of subraces to choose from.
don't get to pick who or what you are. Roll on the tables below to see which type you are.
Instead, the core details of your character—
race, class, abilities, skills, etc—are all Aasimar Elf
randomly generated.
This may result in some unusual d100 Subrace d100 Subrace
character choices, but that's ok. Characters are meant to 01-33 Fallen 01-10 Drow
be flawed, not perfect. Learning how to make the best of 34-67 Protector 11-55 High
your unique abilities is a large part of the experience. 68-00 Scourge 56-99 Wood

Step 1: Race Dwarf Gnome Halfling


Your first step is to see which race your character is—roll d100 Subrace d100 Subrace d100 Subrace
a d100 and check the Character Races table to see what
you are. The races are not weighted equally, so some— 01-50 Hill 01-50 Forest 01-50 Lightfoot
such as human—will be more common than others. 51-00 Mountain 51-00 Rock 51-00 Stout

Character Races Monstrous Race


d100 Race d100 Race d100 Subrace d100 Subrace
01 Aasimar 42-48 Halfling 01-10 Bugbear 51-75 Kobold
02-04 Dragonborn 49-90 Human 11-35 Goblin 76-90 Orc
05-19 Dwarf 91 Kenku 36-50 Hobgoblin 91-00 Yuan-ti Pureblood
20-29 Elf 92 Lizardfolk
30-31 Firbolg 93 Monstrous Alignment
32-37 Gnome 94 Tabaxi When deciding on your character alignment, ignore any
38-39 Goliath 95-98 Tiefling
racial alignment restrictions.
40 Half-Elf 99 Triton
41 Half-Orc 00 Choose Campaign Restrictions
Some races have additional choices to make— Darker Dungeons includes all the races and subraces from
ancestry, proficiencies, languages, etc. Generate these both the Player's Handbook and Volo's Guide to Monsters by
results randomly using the tables listed in Appendix A, default. If this doesn't suit your campaign setting, feel free to
add or remove races from the Character Races table.
rerolling any duplicates.

chapter 1 character creation


4
Step 2: Background
Next, roll to see what your character used to do before Cantrips & Spells
they became an adventurer. If you are a spellcaster, you may choose your starting cantrips
and spells manually as per usual for your class.
Character Background
d100 Background d100 Background
01-07 Acolyte 50-56 Noble
Class Specialisations
If your class requires a specialisation at level 1, roll on
08-14 Charlatan 57-63 Outlander
the tables below to see what your specialty is.
15-21 Criminal 64-70 Sage
22-28 Entertainer 71-77 Sailor Cleric Domains
29-35 Folk Hero 78-84 Soldier d100 Domain d100 Domain
36-42 Guild Artisan 85-91 Urchin 01-10 Forge 51-60 Nature
43-49 Hermit 92-00 Choose 11-20 Grave 61-70 Tempest
21-30 Knowledge 71-80 Trickery
You gain the proficiencies and languages from your
background, but you do not gain any equipment, 31-40 Life 81-90 War
characteristics, or—importantly—any special features. 41-50 Light 91-00 Choose
If your background asks you to choose a proficiency or
language, generate the result randomly. Reroll any Fighter Fighting Styles
duplicates until you get something new. d100 Style d100 Style

Step 3. Class 01-16 Archery 65-80 Protection


17-32 Defense 81-96 Two-Weapon
Now you know what your character used to be, it's time
to see what class they have become. 33-48 Dueling 97-00 Choose
49-64 Great Weapon
Character Class
d100 Class d100 Class
Sorcerer Origins
01-08 Barbarian 57-64 Ranger d100 Origin d100 Origin

09-16 Bard 65-72 Rogue 01-19 Divine Soul 58-76 Storm Sorcery

17-24 Cleric 73-80 Sorcerer 20-38 Draconic Bloodline 77-95 Wild Magic

25-32 Druid 81-88 Warlock 39-57 Shadow Magic 96-00 Choose

33-40 Fighter 89-96 Wizard


Warlock Patrons
41-48 Monk 97-00 Choose
d100 Patron d100 Patron
49-56 Paladin
01-19 Archfey 58-76 Great Old One
You gain the features, skills and proficiencies of your 20-38 Celestial 77-95 Hexblade
class, but you do not gain any equipment from it. 39-57 Fiend 96-00 Choose
Some classes require additional choices to be made—
skills, tools, languages—so generate these randomly,
rerolling any duplicates.

chapter 1 character creation


5
Motivation
No Feats Roll to see what your character's primary motivation in
Characters are not allowed to take feats, so some racial life is. This may explain why they became an adventurer,
options—such as variant humans—are not supported. or what their general goal is. You can choose exactly how
this motivation manifests in your character's actions.
Character Motivation
Step 4. Ability Scores
d100 Motivation
Now you've defined who your character is, it's time to see
how capable they actually are. Follow the process below 01-06 Achievement To become the best
—in order—to randomly generate your ability scores: 07-12 Acquisition To obtain possessions or wealth
13-18 Balance To bring all things into harmony
1. Roll: Roll 3d6 for each attribute in order: Strength,
Dexterity, Constitution, Intelligence, Wisdom, and 19-24 Beneficence To protect, heal, and mend
finally Charisma. 25-30 Creation To build or make new
2. Reroll: Reroll one attribute of your choice and keep 31-36 Discovery To explore, uncover, and pioneer
the best result. 37-42 Education To inform, teach, or train
3. Swap: After rerolling, swap any two attributes.
4. Racials: Apply your racial bonuses. 43-48 Hedonism To enjoy all things sensuous
5. Modifiers: Finally, calculate your Ability Modifiers. 49-54 Liberation To free the self and/or others
55-60 Nobility To be virtuous, honest, and brave
Ability Scores and Modifiers 61-66 Order To organize and reduce chaos
Score Modifier Score Modifier Score Modifier 67-73 Play To have fun, to enjoy life
01 -5 08-09 -1 16-17 +3 74-79 Power To control and lead others
02-03 -4 10-11 +0 18-19 +4 80-85 Recognition To gain approval, status, or fame
04-05 -3 12-13 +1 20-21 +5 86-91 Service To follow a person or group
06-07 -2 14-15 +2 22-23 +6 92-97 Understanding To seek knowledge or wisdom

Your character may have an unusual ability array, but 98-00 Choose
that's ok. Learn how to make the best use of your
strengths while protecting your weak spots. Habits
Everyone has a habit of some sort—roll to see what habit
Step 5. Character Details your character has picked up during their life. They may
Now you've established what your character is, you can or may not be aware they do this.
start fleshing out some personal details. Character Habits
Appearance d100 Habit d100 Habit
Use the tables below to determine your relative age, 01-03 Humming 52-54 Snacking
height, weight, and most distinguishing feature. You can 04-06 Dancing 55-57 Pacing
decide the precise details of what you look like. 07-09 Sleepwalking 58-60 Counting
10-12 Facial tics 61-63 Snoring
Character Appearance
13-15 Fingernail biting 64-66 Beard/hair stroking
d100 Age d100 Height
16-18 Daydreaming 67-69 Nose picking
01-39 Young adult 01-05 Very short
19-21 Talking in sleep 70-72 Apologizing
40-74 Early middle-age 06-30 Short
22-24 Whistling 73-75 Exaggeration
75-91 Late middle-age 31-70 Average
25-27 Name dropping 74-78 Superstitious
92-97 Old 71-95 Tall
28-30 Constant grooming 79-81 Belching
98-00 Very old 96-00 Very tall
31-33 Foot tapping 82-84 Repeating others
d100 Weight d100 Distinguishing 34-36 Lip biting/licking 85-87 Smelling things
01-05 Very thin 01-20 Scar 37-39 Coin flipping 88-90 Teeth picking
06-30 Thin 21-40 Tattoo 40-42 Chewing 91-93 Swearing
31-70 Average 41-60 Piercing 43-45 Knuckle cracking 94-96 Telling secrets
71-95 Fat 61-80 Birthmark 46-48 Collects odd things 97-99 Repeating yourself
96-00 Very fat 81-00 Accent 49-51 Singing 00 Choose

chapter 1 character creation


6
Quest Darkvision
There is something your character is seeking to Darkvision is not a common ability in Darker Dungeons,
accomplish in the short term, either through their own and only those who live in the darkest places of the world
desires or because someone has compelled them to. have it. If you are not a drow elf, kobold, or tabaxi, and
Roll on the Character Quest table to see what theme you have the darkvision ability, remove it.
your initial quest takes. You can decide the exact details
of your task with your DM. Step 7. Buy Equipment
Character Quest Finally, It's time to equip your character. Your class
determines the amount of gold pieces you start with,
d100 Quest which you can use to buy any basic starting equipment.
01-10 Acquire To take possession of a particular item
11-20 Craft To create an item or art piece Starting Wealth by Class
21-30 Deliver To bring something somewhere Class Gold Class Gold
31-40 Destroy To destroy a precious object Barbarian 2d4 x 10 Paladin 5d4 x 10
41-50 Discover To find a person, place, or thing Bard 5d4 x 10 Ranger 5d4 x 10
51-60 Explore To map out a location Cleric 5d4 x 10 Rogue 4d4 x 10
61-70 Justice To apprehend someone Druid 2d4 x 10 Sorcerer 3d4 x 10
71-80 Learn To gain specific knowledge Fighter 5d4 x 10 Warlock 4d4 x 10
81-90 Meet To find someone Monk 5d4 Wizard 4d4 x 10
91-00 Vengeance To take revenge on someone
The amount you can carry is limited by your inventory
size. Your character will incur living costs while in town,
Step 6. Feature Tweaks so you may want to keep some gold spare.
Some character features are modified in Darker
Dungeons, so check the tweaks below for any changes. Step 8. Take a Fate Point
Fate points allow your character to defy fate and cheat
Languages death. A new character starts with one fate point.
The maximum number of languages your character can
learn is equal to their Intelligence modifier (minimum 1). Step 9. Venture Forth
If they have more languages than this, choose which
ones you wish to keep. Your character is now ready to begin their adventure.
All characters know how to speak Common, but they Join the rest of your party, venture out into the untamed
cannot read or write Common if they have not learned to. wilds, and face the danger of Darker Dungeons.

chapter 1 character creation


7
Chapter 2: Leveling Up

Y
our character gains experience by
being an active force in the world, making Training
new discovers and overcoming great Once you have gained enough experience, you may begin
obstacles. With enough experience, your your training. By experimenting with your newfound
character can open up pathways to greater knowledge—practicing new techniques, developing new
power and influence. spells, channeling new power—you are able to spend
In Darker Dungeons, you don't get your experience and gain a level.
experience for killing monsters—instead, there are three Training is not easy, however, or cheap. First, you
avenues of experience: discovery, adversity, and treasure. require a mentor—someone that can help you hone your
craft. Second, you need appropriate facilities—a training
1. Discovery. Exploring the world, meeting new people, ground, a wizard's tower, a druid's grove. Third, you need
and uncovering secrets—hidden dungeons, ancient gold to pay for all your training expenses—research
cults, legendary monsters. You gain more experience books, exotic components, new tools.
the rarer and more valuable your discovery. The Training Costs table below tells you how many
2. Adversity. Facing danger and surviving perilous weeks you'll need to train per level, and the gold cost per
situations—recovering from near death, challenging a week required to pay for it. However, it doesn't cover
red dragon, defeating a horde of orcs. The bigger the living expenses—you'll need to pay for those separately.
danger, the more the experience—if you survive.
3. Treasure. Recovering treasure and valuables from Training Time and Costs
uncivilized, monstrous, or abandoned areas—
gemstones left in an ancient tomb, a dragon's hoard, a Level Weeks Gold Level Weeks Gold

chest of gold hidden in a decaying cathedral. You gain 1 — — 11 5 94


10 exp per gold piece (1 exp per silver piece) of 2 1 15 12 6 115
treasure, making this the most efficient means of 3 1 20 13 6 165
gaining experience. 4 2 15 14 7 202
The best way for your character to grow is to go out 5 2 20 15 7 295
adventuring in the wilds, exploring the great unknown. 6 3 25 16 8 370
The bigger the risk, the bigger the reward.
The Character Advancement table below shows the 7 3 35 17 8 536
amount of experience you need to gain per level before 8 4 37 18 9 687
you can begin training. 9 4 55 19 9 990
10 5 64 20 10 1,280
Character Advancement
Level Experience Level Experience You don't have to do your training in one unbroken
1 — 11 6,200
block, but your training is not complete until you have
put in the requisite amount of time.
2 300 12 8,680 You may find some rare components or books out on
3 420 13 12,150 your travels to help accelerate your training and reduce
4 590 14 17,010 the time needed, so keep an eye out for these relics.
5 820 15 23,810
6 1,150 16 33,330
Multiclass Training
You may train in multiple classes if you wish, paying the
7 1,610 17 46,660 costs and time of your new character level.
8 2,260 18 65,330
9 3,160 19 91,460 Leveling Up
10 4,430 20 128,050 Once you have completed all your training, you gain a
level and all its features. Don't use the fixed value for
your new hit points—roll this using the appropriate die.
Treasure vs Wealth You may choose your other leveling perks as usual.
Not all wealth counts as treasure. Magic items and any No Mentor
income gained from civilized means—rewards, investments,
gifts, tax income, selling items—is not treasure and rewards Sometimes, a mentor is not available—they may be out of
no experience. Only valuable items recovered from town, too low a level, refuse to train you, or even dead.
uncivilized, abandoned, or monstrous areas count as treasure. You can't train without a mentor to guide you, so stay
on the good side of anyone you might need to learn from.

chapter 2 leveling up
8
Awarding Experience Treasure
Use these guides to help determine the amount of XP a Characters also gain experience by finding valuable
character should be awarded for their in-game actions. treasures out in the world and bringing them back to
civilisation—gold, silver, precious gems, priceless art.
Discovery & Adversity The amount of treasure found on an adventure—be it
in a dungeon, or a dragons horde, or a vampires vault—
The amount of experience you gained through exploring depends on the Challenge Level of the area and the
the world and overcoming challenges depends on two Threat Rating of the treasure's guardians. If there's no
factors: the Challenge Level of the area, and the Relative threat, there's no treasure—someone else will have
Difficulty experienced by the party. looted it long before you get there.
• Challenge Level (CL): This is the minimum level Once you know the Challenge and Threat, you can
characters are expected to be when exploring this calculate the treasure as:
area. A higher CL indicates more dangerous monsters,
traps, and challenges that a character may encounter. Treasure = Challenge Level x Threat Rating
Most civilised areas, such as villages, towns, and cities, Hoard = Individual Treasure x Party Size
will be CL0—it's no challenge to live in a sanctuary.
• Relative Difficulty (RD): This describes how The tables below list the average value of treasure (in
threatening or difficult the situation was to the party. A gold pieces) for each character per rating.
challenge is more rewarding the harder it is to
overcome—trivial encounters are not rewarding at all. Treasure per Challenge Level
These ratings are determined by the DM, and with Level GP Level GP Level GP
them you can calculate the experience gained as: 0 0 7 56 14 592
1 7 8 78 15 828
Character XP = Challenge Level x Relative Difficulty 2 10 9 110 16 1,160
Party XP = Character XP x Party Size
3 15 10 154 17 1,624
4 20 11 215 18 2,274
Use the tables below to calculate the character XP
awarded for each Challenge Level and Relative Difficulty. 5 28 12 302 19 3,185
6 40 13 422 20 4,456
XP per Challenge Level
Level XP Level XP Level XP
Threat Ratings
0 1 7 23 14 238 Threat Modifier Description

1 3 8 32 15 333 None x0 A handful of weak opponents

2 4 9 44 16 467 Low x 0.5 A band of badly organised and


leaderless foes
3 6 10 62 17 653
Average x1 A small force with one or more
4 8 11 87 18 915 notable leaders
5 12 12 122 19 1,280 High x2 A well-armed force with several tiers
6 16 13 170 20 1,790 of leadership
Extreme x4 A large force with formidable
Relative Difficulties strength and influence

Difficulty Modifier Difficulty Modifier Legendary x8 A legendary monster such as a


dragon, a beholder, or a lich.
Trivial x0 Hard x2
Easy x 0.5 Extreme x4 The experience gained from any treasure returned to
Normal x1 Insane x8 civilisation is split equally across everyone who helped
obtain it. This include helpers, followers, and henchmen.
Stealing or hiding treasure from the rest of the party
won't grant you any additional XP—once returned to
XP Frequency civilisation, everyone gets an equal cut of the XP.
Darker Dungeons characters are expected to have roughly
three adventures per level. 25% of their XP should come Magic Items
from discovery/adversity, and the other 75% from treasure.
Magic items do not count as treasure, though they may
For a faster or slower leveling experience, raise or lower the
be awarded in addition to or instead of treasure. Do not
default XP rewards for each Challenge Level.
include the value of any magic items in your treasure-to-
XP calculations.

chapter 2 leveling up
9
Chapter 3: Equipment

I
n a dark and dangerous world, having Item Sizes
the right gear at the right time can mean all the
difference between life and death. Size Slots Description

In Darker Dungeons, great emphasis is placed Tiny 1/5 Very small (smaller than a hand); Can hold
on your inventory—what you carry and where many in one hand.
you carry it are very important things to keep Small 1 Short length (up to a handspan / 9 inches);
track of. This chapter introduces new systems to Held comfortably with one hand.
manage character inventory, equipment degradation Medium 2 Medium length (up to an arms-length /
effects, and item qualities. 2ft); Held with one hand.
Large 3 Long length (longer than an arm); Requires
Inventory Space one or two hands to hold.

Inventory is managed using containers. A container can You can store 5 tiny items, 5 gems, or 100 coins in a
be anything—a sheath, a bag, a backpack, a box, a sack— single container slot.
so long as it can be carried by your character. Each When you are equipping your character, you must
container has 3 slots, and every item stored occupies one name and categorise each container—this defines what it
or more slots—depending on its size—when carried. is and where it is on your body. You can change
The total number of containers you can carry is not containers during downtime if your needs change.
affected by your strength but by your character size—the
bigger you are, the more space you have to store items.
Container Categories
Character Size
Containers can be broadly separated into 5 categories. When
Size Containers Size Containers naming your inventory containers, assign a category to each
Tiny 3 Large 7 —you can mix and match categories however you like.
Small 5 Huge 9
• Bag: A bag holds items of any size. It takes a full turn and
Medium 6 Gargantuan 13 two free hands to take an item out.
• Pouch: A pouch holds medium, small, and tiny items. You
Your armor also affects the number of containers you can take an item out with a bonus action and a free hand.
can equip. Armor is bulky and restrictive—the bigger • Belt: A belt holds small and tiny items. You can take an
your armor, the less space you have to equip containers. item out with a free hand as a free action.
• Sheath: A sheath holds weapons and shields. You can draw
Armor a weapon from a sheath with a free action. You can also
store a single shield in a sheath, occupying only 1 slot.
Armor Containers Armor Containers • Quiver: A quiver stores arrows and quarrels. You can also
None +0 Medium -2 hang a single bow or crossbow from a quiver—a weapon
stored in this way occupies only 1 slot.
Light -1 Heavy -3

chapter 3 equipment
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Weapons & Armor
Name Size Name Size Name Size Name Size
Armor, Light L Dart T Longbow L Shortsword M
Armor, Medium Lx2 Flail M Longsword L Sickle S
Armor, Heavy Lx3 Glaive L Mace M Sling S
Armor, Shield M Greataxe L Maul L Spear L
Battleaxe L Greatclub L Morningstar M Trident L
Blowgun S Greatsword L Net S War Pick M
Club M Halberd L Pike L Warhammer L
Crossbow, Hand S Handaxe M Quarterstaff L Whip S
Crossbow, Light M Javelin L Rapier M
Crossbow, Heavy L Lance L Scimitar M
Dagger S Light Hammer S Shortbow M

Adventuring Gear
Name Size Name Size Name Size Name Size
Abacus S Component Pouch S Instrument, Viol M Shovel L
Acid (Vial) T Crowbar M Jug or Pitcher S Signal Whistle T
Alchemist’s Fire (Flask) S Druid Focus, Mistletoe S Kit, Climbers S Signet Ring T
Ammunition, Arrows S Druid Focus, Staff L Kit, Disguise S Soap T
Ammunition, Bolts S Druid Focus, Totem S Kit, Forgery S Spellbook S
Ammunition, Bullets S Druid Focus, Wand S Kit, Healer’s S Spikes, Iron (10) S
Ammunition, Needles S Fishing Tackle S Kit, Mess S Spyglass S
Antitoxin (Vial) T Flask or Tankard S Kit, Poisoner’s S Tent, Two-person L
Arcane Focus, Crystal S Game, Cards S Ladder L Tinderbox S
Arcane Focus, Orb S Game, Dice S Lamp S Tools, Alchemist M
Arcane Focus, Rod S Game, Dragonchess S Lantern, Bullseye S Tools, Brewer M
Arcane Focus, Staff L Game, 3 Dragon Ante S Lantern, Hooded S Tools, Calligrapher S
Arcane Focus, Wand S Grappling Hook S Lock S Tools, Carpenter S
Ball Bearings S Hammer S Magnifying Glass S Tools, Cartographer S
Barrel Lx3 Hammer, Sledge L Manacles S Tools, Cobbler S
Bedroll M Holy Symbol, Amulet S Mirror, Steel S Tools, Cook M
Bell S Holy Symbol, Emblem S Oil (Flask) S Tools, Glassblower M
Blanket S Holy Symbol, Reliquary S Paper T Tools, Jeweler S
Block & Tackle S Holy Water (Flask) S Parchment T Tools, Leatherworker M
Book S Hourglass S Perfume (Vial) T Tools, Mason M
Bottle, Glass S Hunting Trap S Pick, Miner’s L Tools, Navigator S
Bucket M Ink T Piton S Tools, Painter M
Caltrops S Ink Pen T Poison, Basic (Vial) T Tools, Potter M
Candle T Instrument, Bagpipes L Pole L Tools, Smith M
Case S Instrument, Drum M Pot, Iron S Tools, Thieves S
Chain S Instrument, Dulcimer L Potion of Healing S Tools, Tinker S
Chalk T Instrument, Flute S Ram, Portable Lx2 Tools, Weaver M
Chest Lx2 Instrument, Horn M Ration (1) T Tools, Woodcarver S
Clothes, Common S Instrument, Lute M Rope, Hempen S Torch S
Clothes, Costume M Instrument, Lyre M Rope, Silk S Vial T
Clothes, Fine M Instrument, Pan Flute S Scale, Merchant’s S Whetstone S
Clothes, Traveler’s S Instrument, Shawm M Sealing Wax T

chapter 3 equipment
11
Free Storage Krazak, Dwarf Barbarian
In addition to their containers, characters can freely Krazak, a dwarf barbarian, has 6 containers to fill with
carry one ration box, one waterskin, and one purse. 60 gp. With Unarmored Defence, he doesn't need nor
These don't occupy inventory space, and can store a want to wear any additional armor—except perhaps a
small amount of basic supplies—food, water, and money. shield for those cowardly archers. But he does have a
weakness for weapons—the bigger, the better.
• Ration box: Stores up to five basic rations.
• Waterskin: Holds enough water for five drinks. Krazak's Inventory
• Purse: Holds 100 coins. Cont. Type Contents

You can also wear one set of basic clothing without it 1 Sheath • Handaxe (5 gp, 2 slots)
occupying any inventory space—shirt, trousers, boots, • Shield (10 gp, 1 slot)
hat, etc. Anything else must be stored in a container. 2 Sheath • Greataxe (30 gp, 3 slots)
3 Belt • Gaming Set, Dice (1 sp, 1 slot)
Equipping Characters • Whetstone (1 cp, 1 slot)

To demonstrate how containers work, here are five 4 Belt • Chain (5 gp, 1 slot)
examples of new characters buying equipment with their 5 Pouch • Torch (1 cp, 1 slot)
starting wealth and deciding how it is carried. 6 Bag • Cook's Utensils (1 gp, 2 slot)
— Ration Box • Basic Ration (5)
Valiant, Human Cleric — Waterskin • Dwarven Ale (5)
Valiant, a human cleric, can hold 6 containers-worth of
inventory. Rolling 15 on the Starting Wealth table (p7), — Purse • 9 gp, 9 sp, 8 cp (26 coins)
he starts with 150 gp to his name. Spending half his gold on a beloved greataxe was a
Expecting to be in the thick of battle, Valiant wants costly investment, but a barbarian is nothing without his
thick armor and a sturdy shield to keep danger at bay. weapons. Krazak is keen to put them to good use.
Valiant's Inventory Goblins are rumored to have made their home in an
abandoned dwarven mine, just a day's travel west. The
Cont. Type Contents Thane has put a sizeable bounty on the leader's head—
1 Sheath • War Pick (5 gp, 2 slots) perhaps Krazak and his axe will be the ones to claim it...
• Shield (10 gp, 1 slot)
2 Pouch • Healer's Kit (5 gp, 1 slot) Chansi, Halfling Ranger
• Prayer Book (25 gp, 1 slot) Chansi, a halfing ranger, can only carry 5 containers due
3 Bag • Torch (1 cp, 1 slot) to her small size—humans have it so easy, she thinks.
• Bedroll (1 gp, 2 slot) Rolling 12, she starts with 120 gp.
— Heavy Armor • Chain Mail (75 gp) Some decent leather armor is a must when ranging

through the wild forests—animals have sharp claws.
Ration Box • Basic Ration (5)
Chansi favours the trap and shortbow, but carries a
— Waterskin • Clean Water (5) sword and dagger for times when her prey gets too close.
— Purse • 28 gp, 9 sp, 9 cp (46 coins)
Chansi's Inventory
This leaves Valiant with just under 29 gp remaining, Cont. Type Contents
enough to live on for two weeks if he chooses a modest
lifestyle. But he'll have to find a source of coin quick if he 1 Quiver • Shortbow (25 gp, 1 slot)
wants to keep a roof over his head for long. • Arrows (1 gp, 1 slot)
People speak of missing villagers, and wild cultists 2 Sheath • Shortsword (10 gp, 2 slots)
rumored to practice grisly rites out in the northern • Dagger (2 gp, 1 slots)
swamps. A family offer a few coins to anyone that would 3 Belt • Tinderbox (5 sp, 1 slot)
bring their daughter back safe—what's a cleric to do? • Herbalism Kit (5 gp, 1 slot)
4 Bag • Hunting Trap (5 gp, 2 slot)
• Rope (1 gp, 1 slot)
Encumberance — Light Armor • Studded Leather (45 gp)
If you find yourself carrying more than your inventory capacity — Ration Box • Basic Ration (5)
allows, you are encumbered. While encumbered: — Waterskin • Clean Water (5)

• You have disadvantage on all rolls. — Purse • 25 gp, 5 sp (30 coins)


• Your speed is halved
• You gain hunger, thirst, and fatigue at twice the rate. The armor was costly, but it's saved Chansi's life on
more than one occasion—well worth the price.

chapter 3 equipment
12
And there's always work for a talented ranger nowadays, Crackle's Inventory
always some new monster to hunt down or track—it
won't take long for her to recoup the cost. Cont. Type Contents
Word has it that a rabid bear is apparently roaming the 1 Sheath • Focus, Staff (5 gp, 3 slots)
southern woods, and the Carpenters' Guild has put out a 2 Belt —
fine reward for the hide—a perfect use for a cunning 3 Belt • Spellbook (50 sp, 1 slot)
ranger and a well-placed hunting trap... • Gaming Set, Three-Dragon Ante (1
gp, 1 slot)
Vikan, Goliath Sorcerer 4 Pouch • Calligrapher's Supplies (10 gp, 1
Vikan, a goliath sorcerer, can carry up to 7 containers slot)
thanks to his Powerful Build—he might smash his head • Paper (5) (1 gp, 1 slot)
on a few ceilings, but being big does have its advantages. • Sealing Wax (5 sp, 1 slot)
Rolling 6, he starts with 60 gp to spend. 5 Bag • Tent (3 slots)
As a sorcerer, Vikan eshews armor—it gets in the way — Ration Box • Basic Ration (5)
of his raw arcane energies. He carries a quarterstaff for — Waterskin • Clean Water (5)
some basic defence and a crossbow for hunting—just as
his father taught him many years ago. — Purse • 40 gp, 5 sp (45 coins)

Vikan's Inventory Good with her letters, Crackle makes sure to carry a
calligraphy set and a stack of paper around—she's always
Cont. Type Contents ready to take notes or prepare a letter.
1 Sheath • Quarterstaff (2 sp, 3 slots) A drunken giant in the hills is causing issue for the
2 Quiver • Light Crossbow (25 gp, 1 slots) nearby villages, stealing valuable cattle and sheep. Small
• Bolts (1 gp, 1 slots) as she is, Crackle is happy to help and investigate—as
3 Belt • Focus, Orb (20 gp, 1 slot)
she says, "we kobolds have tiny bodies but big hearts".
• Gaming Set, Cards (5 sp, 1 Slot)
4 Belt • Lamp (5 sp, 1 slot)
Magical Containers
• Oil (1 sp, 1 slot) Some containers may have magical properties that
5 Pouch — change their capacity or durability:
6 Bag • Painter's Supplies (10 gp, 2 slots)
• Blanket (5 sp, 1 slot) • Bag of Holding: This magical creation works much
like a normal bag, but can hold many more items. A
7 Bag • Bedroll (1 gp, 2 slots)
character who equips a Bag of Holding can replace
— Ration Box • Basic Ration (5) one of their 3-slot containers with a 9-slot container.
— Waterskin • Clean Water (5) • Handy Haversack: This magical bag acts like an
— Purse • 1 gp, 8 sp (9 coins)
improved Bag of Holding. A character who equips a
Handy Haversack can replace one of their 3-slot
A keen painter, Vikan carries painting supplies with containers with an 18-slot container.
him to capture inspirational scenes out in the wild. His • Portable Hole: This magical object can be carried as a
art isn't going to win any awards just yet, but Vikan small item, occupying 1 slot in a container. When
paints for the love of the craft and not the reward. folded out, a Portable Hole acts as a bag with 18 slots.
An elemental spirit is said to have taken over the
ruined tower to the west, causing severe weather Vehicles
disturbances in the area. The night skies are a sight to Vehicles—mules, carts, ships, trains—store items in the
behold, apparently—especially to the arcane-sensitive... same way as characters, using containers and slots.
Vehicle containers are always classified as bags and can
Crackle, Kobold Wizard have many more slots depending on size.
Crackle, a small kobold wizard, can carry only 5 Vehicles generally come in four sizes—anything larger
containers. But she never lets that get the best of her—a is assumed to have as many slots as it needs.
kobold that wants to help will always find a way. She
rolls 11 and starts with 110 gp. Size Slots Examples
As a wizard, Crackle wields a spellbook and a staff, Small 18 Mule, Horse
having complete faith in her arcane prowess. Medium 32 Cart, Chariot
Large 64 Wagon, Carriage, Boat
Size not Weight Huge 128 Ship

Don't worry too much about item weight when deciding how A vehicle's storage capacity may be divided into
many slots an object should occupy—try to consider the
separate containers. A mule, for example, may carry two
overall size and where it would actually fit on your character.
9-slot bags, while a cart has a single 32-slot space.

chapter 3 equipment
13
Wear & Tear Magic Failures
Items degrade with use, losing condition until they
become useless. This is measured with notches—the Magic is wild and dangerous if not handled carefully. If you
more notches an item has, the more it has degraded. roll a critical fail while spellcasting, the power strikes out—a
Any object that can suffer damage can become random item in your inventory gains a new notch.
notched, reducing its functionality. Objects generally fall If you are holding a spellcasting focus at the time—
into one of four categories: weapons, armor, magic foci, whether it was used during the spell or not—the focus
and miscellaneous items. attracts the power and gains the notch instead.
Weapons: Weapons—both melee and ranged—gain a
notch when you critically fail an attack. Each weapon
notch reduces the damage die you roll by one step: Shattering Gear
When you hit with an attack, you can shatter your
1d12 → 1d10 → 1d8 → 1d6 → 1d4 → 1 weapon to roll its original un-notched damage die.
Decide this before you roll your damage.
Some weapons roll multiple die for their damage— Likewise, you can sacrifice your armor when hit by an
greatswords rolling 2d6, for example. In these cases, attack to reduce the damage taken by 3d4 for light armor,
each notch reduces just one die at at time: 3d8 for medium armor, and 3d12 for heavy armor—it
falls apart irreparably in the process. You can decide this
after damage is dealt.
2d6 → 1d6 + 1d4 → 2d4 → 1d4 + 1 → 2 → 1
Fragile Items
Though a weapon's damage cannot go below 1, it can Some items may be particularly fragile, such as those
still gain additional notches—these must be repaired as made of glass, ceramics, or complicated machinery.
normal to restore the weapon's damage. Fragile items can only suffer one notch at a time; any
Armor: Armor gains a notch when you are critically more and they irreparably break.
hit. Each armor notch reduces your total AC by 1.
If you are not wearing armor and are critically hit,
select a random item in your inventory—that item gains a
new notch instead.
Item Quality
The quality of an item affects how people treat it. Lower
Focus: A spellcasting focus gains a notch when you quality items are more likely to have visual defects, such
critically fail to cast a spell while holding it. Each notch as dents and scratches, that mark how it's been used.
reduces your spellcasting ability by 1 while using the This doesn't affect the item's effectiveness, but it may
focus to cast magic. change how NPCs react—a merchant will offer much
Items: Other items gain notches whenever appropriate less for scarred goods than pristine goods, and a noble
—often when they take direct damage or are used in a may be offended to receive anything that appears second-
failed skill check. Each notch reduces the item's hand. Sometimes, you might want your goods to have a
effectiveness by 1—using a lockpick with one notch, for few scratches—a fighter who wears pristine armor may
example, will incur a -1 penalty to your lockpicking look like they've never been in battle, drawing scorn and
attempt. derision from others.
There are four grades of item quality:
Repairing Items
Items can be repaired by an appropriate craftsman, • Pristine. Never been notched. This item looks, feels,
costing 10% of the item price per notch. Depending on and smells brand new.
the item, this may require rare or expensive components. • Worn. Has had only one notch at a time. This item has
Characters may, if they're proficient, also use relevant one main defect that indicates use.
tools to perform basic repairs on their gear while out • Well-Worn. Has had two notches at one time. This
traveling—a whetstone to smooth out a notch, a sewing item shows heavy signs of use.
kit to patch up a robe, a hammer to tap out a dent. • Scarred. Has had four or more notches at one time.
Repairs of this kind generally require an hour, tools, This item looks shabby and in poor condition.
and a successful Intelligence check. Failure, however, Resale Value
could result in creating a new notch if not careful.
The quality of an item impacts how much a merchant
may offer you for it—lower quality means lower prices.
Mending
The Mending cantrip repairs broken items—a torn waterskin,
Resale Value
a split bow, a torn page. Notches represent only minor Quality Resale Value Quality Resale Value
damage to an item—not a complete break—and so cannot be Pristine 75% Well-Worn 25%
removed with Mending.
Worn 50% Scarred 10%

chapter 3 equipment
14
Restoring Items Ammunition Stacks
Item quality can be restored by an appropriate crafts- If you're carrying multiple stacks of any one type of
man. This usually requires 1 week per grade, though ammunition, prioritise the smallest stack first—always
rare or delicate items may take longer. roll the smallest ammunition die per ammo type.
Item Restoration Special Ammo
Quality Cost Some ammunition is rare or has limited uses—fire
Worn to Pristine 50% arrows, magic bolts, lighting bullets, etc. In these rare
Well-Worn to Worn 30% cases, don't use an ammunition die—track them per use.

Magic Items
Scarred to Well-Worn 10%

Magic items are much more difficult to restore than Magical items in Darker Dungeons are very rare and
mundane items—you may need to find an elite artisan or highly sought-after. It is hard to sell magical items for
some especially rare materials to finish the restoration. gold—only the exceptionally wealthy have such vast
quantities of disposable coin on hand. You are much
Ammunition more likely to trade a magical item for another, or
exchange it for some services, property, or other
Some weapons and items require ammunition of some intangible reward.
kind—arrows, darts, stones, bolts, bullets, etc. Instead of Magical goods mark you out as a very special, and
tracking each individual shot, take a d12—this is your wealthy, individual—very dangerous if you attract the
Ammunition die. Roll this die whenever you take a shot: wrong kind of attention. Flaunting your magical wares is
if you roll a 1, your ammunition die gets one size smaller. sure to get you noticed by thieves, bandits, and corrupt
lords, so be smart about who you ply your treasures to.
d12 → d10 → d8 → d6 → d4 → 1
Potions
If you're down to one piece of ammunition and you use Not all magic potions look alike—even a simple healing
it, that's it—you've used the last piece, so remove the potion can vary wildly in appearance depending on who
ammunition from your inventory. made it and what recipe was used.
You can replenish your ammunition and increase the To determine what a potion actually is, you'll need to
size of your ammunition die during downtime, or by make a successful knowledge check using an alchemist's
looting some from your enemies. kit. If you fail, you might mistake it for another type of
potion—with potentially lethal consequences.
DM: The ghoul grabs hold of you tight, Viridian,
moaning as it prepares to bite. What do you do? Toxicity
Viridian: Chansi, need a little help here! Potions are powerful distillations of arcane power, and
Chansi: Kinda running low on arrows, ammunition should not be mixed or ingested carelessly. You may
die is down to a d4— drink one potion per day without experiencing any toxic
side-effects, but for every potion after the first you
Viridian: TAKE THE DAMN SHOT! automatically suffer a major amount of Stress.
Chansi: Fine, I grab an arrow and shoot at the ghoul.
That's... (rolls 15) 15 to hit. And... (rolls 1) damn, that's
1 for ammunition. I'm down to my last arrow, now.
Item Charges
Some items can only be used a set number of times
DM: Your arrow pierces the ghoul's skull with a before they are exhausted—cooking supplies, healing
sickening crunch and the creature falls to the ground. kits, rations, waterskins, wands.
Chansi: You're welcome, Viridian. Unless stated otherwise, an item with limited charges
can be used five times before it runs out.

chapter 3 equipment
15
Chapter 4: Taking Action

I
t's time to act. You want to charge Examples
across the rickety bridge, climb the crumbling
wall, kick down the old door—great, now roll to Here's an example of Active Defence within a basic
see if you succeed. round of combat where Valiant, Sarien, and Clanda are
This chapter sets out changes to the default being attacked by three orcs.
rolling mechanics by adding player-owned Where the DM would normally be rolling attack rolls
defence rolls, degrees of success and failure, for the monster, we instead see the players making
knowledge check modifications, and unlinking skill defence rolls to avoid the incoming attacks.
bonuses from abilities. Also introduced is an overhaul to
the initiative system. DM: The three orcs rush forward, rage in their eyes.
Two of them hack at you with their greataxes, Valiant,
Active Defence while the third stabs at Sarien with a javelin.
In Darker Dungeons, the DM doesn't make attack rolls. Valiant: I raise my shield to block. What's the DC?
Instead, the players make defence rolls against any DM: DC 27 (22 + orc attack bonus (+5)).
incoming attacks—this is called Active Defence. Valiant: Here goes... (rolls 30 (13 + AC 17)) I bash
A defence roll has a bonus equal to the character's AC,
while the opposing DC equals the attacker's attack the first attack aside with my shield, and... (rolls 22)
bonus + 22. damn, I get caught by the second.
DM: The second axe catches your arm painfully—
Defence roll: d20 + your AC take 9 points of damage.
DC: attacker's attack bonus + 22 Valiant: That hurts—I'm bloodied now.
Sarien: I've got your back, Valiant. Let me just dodge
If your defence equals or beats the DC, your character around this orc's javelin first... (rolls natural 1) oh no.
successfully avoids the attack. If you fail, the attack hits. DM: You stumble right into the path of the javelin,
Advantage: If the attacker would normally have Sarien, which stabs you right in the shoulder. Take 12
advantage on the attack, you instead apply disadvantage
to the defence roll—and vice versa if the attacker would points of damage, and your armor gains a notch too.
have disadvantage. Valiant: Great job, Sarien.
Criticals: If the defence roll comes up as a natural 1,
it's a critical fail—the attack is a critical hit. If the attacker At the end of the DM's turn, it's Clanda's time to act.
would normally score a critical hit on a roll of 19 or 20, We see that where the DM would normally roll saving
then the attack is a critical hit on a 1 or 2, and so forth. throws for the orcs to avoid Acid Splash, Clanda instead
rolls to hit with the attack.
Static Damage
Instead of rolling to calculate damage, entities controlled DM: Ok Clanda, it's your turn next. Valiant's under
by the DM deal static damage according to their average attack and Sarien's stumbling about—what do you do?
values. If the attack is a critical hit, double the damage.
Players: Roll your damage as per normal. Clanda: Ugh, I hate orcs. It's time to even the odds. I
cast Acid Splash at the two orcs attacking Valiant.
Saving Throws Valiant: You're throwing acid at me?
Clanda: Hush, it'll be fine. What's the DC?
Where the DM would normally make a saving throw, the
players instead make a saving throw attack. DM: DC 23 (22 + orc dexerity saving throw (+1)).
The bonus to the attack roll equals the effect's save Clanda: Ok, I hurl this orb of acid... (rolls 23 (10 +
DC, while the opposing DC equals the target's saving SDC 13)) It barely hits the first, scorching him for...
throw bonus + 22. (rolls 2) hmm, not very much.
DM: The orc snarls as a few drops catch on his thick
Saving throw attack: d20 + the effect's save DC leather armor.
DC: target's saving throw bonus + 22 Clanda: The second... (rolls natural 20) critical hit!
Some acid splashes on the orc's face, causing... (rolls
If your attack equals or beats the DC, your character 11) great, a lot of damage!
successfully makes the attack. if you fail, you miss.
As with other attacks, the saving throw attack has DM: The orc roars in pain and falls to the ground,
advantage if the target would have disadvantage on its clutching at his face as the flesh melts away.
saving throw, and vice versa. Valiant: Gross.

chapter 4 taking action


16
Active Initiative Example
Characters don't simply wait in line to take their turn. Here's an example of Active Initiative within a basic
Darker Dungeons uses a variant of the Popcorn Initiative round of combat—Chansi, Valiant, and Clanda are being
system—called Active Initiative—and abolishes the turn attacked by a hobgoblin and four goblins.
order. Now, at the end of your turn, you get to decide who
acts after you. DM: The hobgoblin roars an order out to the
A basic scene follows four steps: goblins and they spring forward. Chansi, you've got the
1. Who goes first?: Decide which character or creature highest initiative—what do you do?
acts first. This is usually whoever triggered the scene, Chansi: I fire an arrow at the hobgoblin... (rolls 11)
but if this isn't clear then decide by rolling initiative— oof, that's a bad start.
the highest roll goes first.
2. Take turns: Take your turn. Once you've finished your DM: Your arrow misses by a wide margin. The
actions, you get to pick who goes next. This can be any hobgoblin shouts something, and three of the goblins
character, creature, or group that hasn't acted yet. look at you.
3. End the round: Once all characters and creatures Chansi: That doesn't sound good. Valiant, might
have finished their turns, end the round and clear up need you to draw some attention here...
any expired effects—spells, powers, timers, etc.
4. Start a new round: The last person to act gets to Valiant: I'm on it. I move forward and strike at the
decide who starts the new round—it can't be nearest goblin with my war pick (rolls 16).
themselves unless they have no alternative. DM: The goblin curses aloud as you hit it. How
much damage does it take?
You cannot pass or delay once your turn begins, but
you can ready an action. This doesn't change your turn Valiant: 6 points. Then with my War Priest initiative,
order—if your triggered action is the last act in a turn, I swing round to hit another goblin (rolls 17).
you don't get to choose the next person to act. DM: Another hit—the goblin yells angrily at you as
it takes...?
Interrupt Valiant: 7 points of damage. That should get their
You can use your inspiration to interrupt your enemies attention. Clanda, you're up next.
and steal the initiative. Before an enemy acts, you can Clanda: Perfect. I—
spend your inspiration to interrupt them and take your DM: Before you can act, Clanda, the hobgoblin leaps
turn. At the end of your turn, control reverts back to forward towards Valiant. He swings his longsword in a
whichever enemy was interrupted. You cannot do this if
you have already acted this round. fierce two-handed arc at the cleric—DC 25.
You cannot interrupt an interruption, interrupt during Valiant: I... (rolls 22) can't dodge in time.
the middle of a turn, or interrupt an ally. DM: The sword hits you Valiant for 6 points of
Each scene, the DM gets to make one free interruption damage. And with the goblins around you, the
per player, but can only use one per round. hobgoblin's attack is even more dangerous—take
Effect Duration another 7 points.
Valiant: Son of a...
Effects that last a specific duration of rounds now tick DM: The hobgoblin laughs coldly, licking the blood
down at the end of each round. Once a duration has gone
below 0, the effect has ended and can be removed. from its blade. Clanda, it's back to you.
Effects that would expire at the start or end of your Clanda: Good. Time to bring the pain...
next turn are unchanged.

chapter 4 taking action


17
Degrees of Success Examples
Sometimes, despite our best efforts, we don't always win. Here are two examples of using degrees of success—one
A plan goes awry, or a creature escapes, or a guard sees to demonstrate Success at a Cost and how negotiation
through your disguise. But not all failures are equal— works, and another to show critical failure in action.
sometimes we mess up a little, sometimes we mess up Chansi is trapped on a collapsing ledge over a dark
catastrophically. abyss. Luckily, her friends have thrown down a rope for
When you attempt an action that has a chance of her to climb to safety.
failure, check the list below to see if you succeed.
• Critical Success: You succeeded by 10 or more on a DM: The ground is crumbling beneath your feet,
skill check, or rolled a natural 20 on an attack. Things Chansi. There's a rope hanging ahead, over the abyss.
have gone perfectly. You achieve your goal and Chansi: I leap out and grab hold of it.
something else happens in your favour. DM: Ok, that's a DC 15 Strength check.
• Success: You achieve your goal. Chansi: I should be able to use Athletics for this, so
• Minor Failure or Success at a Cost: You failed by 1, 2,
or 3. You can choose to succeed, but something very that's... (rolls 14) augh, so close!
bad also happens as a consequence. DM: Very close indeed, the rope barely slips past
• Failure: You failed by 4 or more. Something bad your fingers. You have a chance to Succeed at a Cost...
happens—you take damage, gain Stress, lose a hit die, Chansi: Damn, I can't fall into the abyss. Perhaps...
a Condition worsens, etc. something falls out of my bag as I grab hold? Those
• Critical Failure: You failed by 10 or more on a skill
check, or rolled a natural 1 on an attack. It's all gone old mushrooms I picked up earlier maybe?
badly for you—up to three bad things happen as a DM: It has to be something precious to you.
consequence of your failure. Chansi: Ah. Well I was really hoping to use this
healing potion later...
Success at a Cost DM: Perfect. For a moment you fall, barely catching
When you fail by a narrow margin, you can choose to the rope at the last second with your other hand. But
instead succeed at a cost. You get what you want, but as you hang, you hear a small rip from your bag and
something very bad happens to you as a consequence— your healing potion tumbles into the abyss below.
as bad as if you had critically failed. Chansi: Augh, I really needed that potion...
This may require some negotiation with the DM—if
you can't both agree on the cost, you can't succeed.
Viridan has bluffed his way into a meeting with a local
lord, hoping to convince the lord to lend his support to
Consequences the defence of a nearby village.
Here are some consequences you might apply when a
character fails a roll. For a failure, pick one. For a critical DM: Lord Erasius looks at you coldly, Viridian. "And
failure, apply multiple consequences. why should I trust you, stranger?"
Viridian: Hmm. I want to convince Erasius that I'm
• You or an ally take damage
• An enemy reacts and takes an action nobility, and I have influence with the king. If he lends
• You gain stress us support, I can put in a few good words to boost his
• Take a notch on your weapon/armor/item reputation.
• You lose an item
DM: Ok, that's a tricky lie. You haven't had time to
• One of your conditions worsens
• Your torch goes out prepare this, so it's an off-the-cuff bluff—make a DC
• An NPC becomes hostile to you 25 Charisma check.
• You lose some gold Viridian: Can I use History with this?
• You learn some misinformation
• Your enemy becomes enraged DM: Yes, you know enough about the local lands to
• You gain the attention of the local guards throw around a few names.
• You drop your weapon Viridian: Great. That's... (rolls 13) not good.
• You slip and fall prone
DM: No, it isn't—it's a critical failure. Erasius can
• You are poisoned or diseased
• You are imprisoned see right through your lies, and he's extremely
• A crowd turns against you offended. "You come into my home and dare lie right
• A higher authority learns of your misdoings to my face? Perhaps some time in our dungeons will
• Your god punishes you
• You lose some ammunition help extract the truth from you. Guards!"
• You lose a hit die Viridian: Son of a...

chapter 4 taking action


18
Social Interaction Knowledge Checks
There is more to social interaction than just charisma— Knowledge is a valuable resource, and can sometimes
intelligence and wisdom are just as important, and each mean the difference between life or death. Characters
has their own role to play. shouldn't be able to tell if their information is false by
When you are trying to interact with an NPC, the knowing they rolled a low number on the check.
context of your interaction determines which ability you The DM always rolls knowledge checks—including
are using: smarts (intelligence), feelings (wisdom), and perception and insight checks—in secret on behalf of the
presence (charisma). player, and then reveals knowledge accordingly. If the
check was a failure, give the character some misleading
• Intelligence: You're trying to be clever. Debate, reason, information—the larger the failure, the greater the
negotiate, lie, manipulate, wit, and threaten. mislead.
• Wisdom: You're trying to soothe or connect feelings.
Rapport, empathise, calm, discretion, and tact.
• Charisma: You're trying to be likeable or dominating. DM: The creature lumbers out of the shadows,
Charm, bluff, banter, incite, command, and intimidate. stretching a rotten vine out towards you. You
recognise it as a shambling mound, Chansi—what do
DM: The farmer says "I 'eard that if yous eat a frog you do?
on a full moon, yous get to jump high like a frog". Chansi: I've spent a long of time out in the wilds—
Clanda: This stupid peasant. There is no way that is do I know what their weakness is?
true, I tell him. Angrily. DM: Ok... (rolls 3 in secret—a failure). You
DM: The farmer is resolute in his belief—it'll be a remember reading notes in an old almanac once.
DC 30 Intelligence check to change his mind. Apparently lightning is very bad for mounds and
Clanda: Hold my beer. disrupts their senses.
Chansi: Perfect! And I have four lighting arrows left

Skill Checks —what are the odds? I shoot one immediately at the
mound (rolls 19).
Skills in Darker Dungeons are not tied to a single ability. DM: A clear hit. The arrow strikes the mound and a
Instead, you may add your skill bonus to any ability check
that seems appropriate. burst of lightning erupts... to no effect. The mound
For example, you might use Religion with Intelligence advances on you, unfazed.
to recall the history of your order, or with Charisma to Chansi: ...What.
befriend someone who shares your religion, or with Viridian: Great memory, Chansi.
Wisdom to worship your deity. Chansi: Shut. Up. Viridian.

Tools Assistance
A tool helps you do something you couldn't otherwise do
—pick a lock, craft an item, forge a document. Some Players can't roll multiple attempts for the same action—
tools are basic enough to provide some simple use recalling a piece of knowledge, sweet-talking the castle
without training—cook's utensils, painter's supplies, dice guard, pushing a heavy boulder aside.
and card games. Most, however, require proficiency to As a group you may have one attempt, and anyone with
use properly. a relevant skill or background may contribute a +1 assist
If you are proficient with a tool, add your proficiency bonus to whomever makes the roll. If the roll fails,
bonus to any ability check made with it. If you are however, anyone who assisted is also liable for the
proficient with both a tool and a skill—an instrument and consequences.
Performance, for example—you may add your proficiency
bonus and make your roll with advantage. Inspiration
You gain inspiration by acting in a characterful manner,
DM: The crowd are getting restless. or by adding something new or special to the game—a
Viridian: This could get ugly... I start to play a song, piece of lore, a new plothook, an interesting NPC or
hoping to calm everyone down a little. background character.
DM: You want to sooth the rowdy crowd with You can spend your inspiration in two ways:
music? Ok, that'll be a DC 20 Wisdom check. • To make a roll with advantage
Viridian: I'm proficient in Performance and I'll use • To interrupt an opponent's turn
my lyre—I'm proficient with that as well.
You can hold up to three inspiration points at a time,
DM: Perfect. Make the roll with Advantage. so make good use of them.

chapter 4 taking action


19
Chapter 5: Conditions

C
haracters don't exist in a bubble;
they affect and are affected by their DM: You see the thief standing on the street corner,
surroundings—going without sleep makes talking to a cloaked stranger. They haven't noticed you
you tired, failing to eat makes you hungry, yet, Chansi—what do you do?
stepping outside into the snow makes you Chansi: I duck into a dark alley, waiting. When the
cold. Using Conditions, players can track the thief walks past, I want to grab him by surprise.
physical state of their character in relatable
terms for a more immersive role-playing experience. DM: Ok. How tired are you right now, Chansi?
This chapter introduces six Conditions and examples Chansi: I'm barely awake...
of how to use them in your game. DM: Well that's a shame. Make a DC 25
Constitution saving throw.
Conditions Chansi: Oh no... (rolls 17).
In Darker Dungeons, there are six Conditions to manage: DM: Your eyelids are heavy, Chansi, and it's been a
health, light, temperature, hunger, thirst, and fatigue. very long day. You close them for what feels like only a
Most of the time, it should be clear which state each second but—when you snap awake—the thief and
Condition is in—but if in doubt, ask your DM. stranger are long gone.
While Conditions don't have a distinct mechanical
impact, they do influence the fiction. Are you starving?
Then you might find it impossible to resist stealing that Conditions are a natural means of creating narrative
loaf of bread. Is it unbearably cold outside? Then you complications for your players, so keep them in mind.
might want to think twice about travelling without a coat.
DM: The stone fountain is filled with a watery, black
fluid. Sarien, you notice the liquid's bubbling slightly—
Stress & Afflictions what do you do?
If you're using the Stress & Affliction rules, you can use Sarien: I want to examine the fountain and see if it
Conditions to make Stress more immersive. Are you hungry?
has any symbols or writing on it.
Tired? Uncomfortably hot? These factors can dramatically
change the amount of Stress you take. DM: Ok. How thirsty are you, Sarien?
Any time you would gain Stress, add up the modifiers from Sarien: I'm very dry right now...
all six Conditions—this should range between -12 and +48— DM: Make a DC 20 Wisdom saving throw.
and add this to the total (to a minimum gain of 0).
This can be very dangerous if not treated carefully, turning
Sarien: Damn... (rolls 12).
some minor Stress from +5 into, worst case, +53. Always DM: You're so thirsty right now, Sarien, that even
keep an eye on your Conditions and use your items this black water looks tempting. You cup some in your
proactively to prevent yourself being overwhelmed.
hands and take a big swig...

chapter 5 conditions
20
Health
Most people are unnerved at the sight of their own blood. Darkvision
This Condition reflects your current hit points—the lower Darkness and its debilitating effects are pervasive themes in
your hit points, the worse your Condition is. Check the Darker Dungeons, and it should not be common for
Health Conditions table to see what state you're in. characters to have an easy workaround.
Use your healing supplies and hit dice to maintain If your race has Darkvision as a racial feature, remove it—
your health as best you can. unless you're a drow elf, kobold, or tabaxi.
Darkvision acts as a passive -2 Light modifier for your
character—unless you are Blind.
Health Conditions
Condition Hit Points Hit Dice
Robust 100% 100% Temperature
Healthy 100% 50%-99%
The local temperature can greatly impact your mood—no
Ok 100% 0-49% one likes a space that is too hot or too cold for them.
Hit 99-51% — This Condition is affected by your environment, weather,
Bloodied 50-26% — and attire—heavy, thick clothing and armor may protect
you from the cold, but will overheat you in the warm.
Hurt 25-01% —
Wear the right clothing for the right season, build a fire
Critical 1 hp or less — when it's cold, and stay out of the rain.
Light Hunger and Thirst
Danger hides in darkness. The more light there is, the A body needs fuel to survive. As the day progresses, your
better you can see and anticipate the threats ahead. Use character will become progressively more hungry and
torches and lanterns to light the way in dark places. thirsty—the DM will notify you when this triggers.
Depending on your situation, these Conditions may
Light Conditions change at different rates—being in a hot room or wearing
Condition Description heavy armor could make you thirsty quicker.
Constitution has no impact on your hunger or thirst—
Bright Excessive amounts of light—clear light all
around, a sunny day, a noble's ballroom party.
everyone needs nourishment at the same rate, depending
on their environment and situation.
Well-lit More light than required—the shade on a sunny Eat food and drink water to restore your vitality.
day, a room with huge windows or many lanterns.
Higher quality food will nourish you more, so cooking
Ok Clear and visible—a cloudy or overcast day, a skills can be very useful while out in the wilds.
room with many lights.
Dim Visible but fading light—thick stormcloud, heavy Fatigue
fog, a room with weak lights.
Twilight A few weak lights—dawn and dusk, a few
The mind needs sleep to recharge. As the day
flickering torches in an enclosed room. progresses, your character becomes more tired—the DM
will call for a Constitution check at appropriate intervals.
Dark Very faint light—moonlight and starlight,
outdoors at midnight, a single candle in a room.
Excessive activity will make you tired more quickly.
Sleep is the traditional means of restoring your energy,
Blind Absolutely no light at all—magical darkness, a though there are some foods and drinks—and other
windowless basement, an unlit dungeon.
stimulants—that may help you stay awake longer.

Condition Tracks
Health Light Temperature Hunger Thirst Fatigue DC Stress
Robust Bright Perfect Stuffed Quenched Energised — -2
Healthy Well-lit Comfortable Well-fed Refreshed Well-rested — -1
Ok Ok Ok Ok Ok Ok 5 +0
Hit Dim Noticeable Peckish Parched Tired 10 +1
Bloodied Twilight Uncomfortable Hungry Thirsty Sleepy 15 +2
Hurt Dark Overwhelming Ravenous Dry Very sleepy 20 +4
Critical Blind Unbearable Starving Dehydrated Barely awake 25 +8

chapter 5 conditions
21
Applying Conditions DM: It's starting to rain outside and, as you step
Conditions are a useful tool to help immerse players in out, an uncomfortably cold wind blows past.
the adventure, but it can be tricky to know exactly how or Clanda: Eugh, I hate cold weather. I put on my thick
when to use them effectively. Here is some advice for elven cloak and wrap up tight.
DMs on how to apply and track Conditions. DM: The heat creeps back into your fingers as you
Health warm up, Clanda. You feel ok now.
Sarien: I don't have any extra clothing, but I'm
Health is straightforward. Whenever a player's hit points resistant to cold damage. Does that help?
or hit dice change, they update their health Condition. DM: It does. You don't feel the cold as strongly as
the others; it's barely noticeable to you, Sarien.
DM: Valiant, the orc swings wildly at you with his
club. It hits, dealing 10 damage.
Valiant: I'm under 50% hp now—I'm bloodied.
Hunger, Thirst & Fatigue
These Conditions change primarily with time—as the day
Light progresses, characters become more hungry, thirsty, and
tired. At particular points in the day, or you feel enough
When characters enter a space, you can state the general time has passed, you can declare a natural change in
visibility in the room. This can then be modified using Conditions as show in the table below.
torches, lanterns, and similar effects.
Use the Lighting table below to see how light sources Hunger, Thirst & Fatigue
can improve the visibility. Light sources don't stack, so Time Hunger Thirst Fatigue
use the largest value for any overlapping ranges. Dawn +1 +1 —
Lighting Noon — — +1

Type Light Range Type Light Range Dusk +1 +1 +1

Candle -1 5ft Lamp -3 20ft


Torch -2 10ft Lantern -4 40ft DM: It's been a long day, and dusk approaches.
Everyone gains one hunger, one thirst, and one fatigue.
DM: You hear an unearthly moan in the dark crypt.
Viridian: I don't like the sound of that... I take a
Sometimes the environment may affect the change. If
the characters are in a very hot place or the weather has
torch from my pack and light it. been extremely sunny, for instance, you might double the
DM: The warm torchlight illuminates the space thirst and fatigue lost.
around you. It is dim within 20ft of you and your torch. In addition, after a particularly strenuous event—a
fight, a chase, a long swim—you can ask each involved
character to make a Stamina check (Constitution saving
Temperature throw) against a target DC (usually easy, medium, or
hard). A failure means that their stamina was tapped
When characters enter a new region, you can describe during the event and a random Condition worsens.
the baseline temperature of that area. Characters may
then react to this with appropriate clothing, gear, and Stamina Check
magic. Some racial features may also help provide d6 Outcome d6 Outcome d6 Outcome
resistance to extreme temperatures.
NPCs, creatures, and effects can also have a 1-2 Hunger +1 3-4 Thirst +1 5-6 Fatigue +1
significant impact on temperature. A character climbing
an ice golem may find it overwhelmingly cold, while a DM: The last goblin drops his dagger and flees into
character near a roaring fire may find it unbearably hot. the night. Well done. Now roll a DC 10 Stamina check.
Valiant: 14. I didn't break a sweat.
Sarien: 9. That's what I get for skipping breakfast...
Trimming It Down
(rolls 6) one fatigue. Getting sleepy here.
If you find the idea of tracking six Conditions a little
overwhelming, try using just one or two at first to test the
Clanda: 7. Damn. I gain... (rolls 4) one thirst. Great,
water—hunger and thirst are good entry points. Then add in and my waterskin's dry already. Has anyone got a
others one by one until it's second nature to you. drink? I'm feeling pretty thirsty right now.

chapter 5 conditions
22
Chapter 6: Stressing Out

T
he adventuring life is not an easy Consequential Stress
one. Moving from town to town, delving You can gain Stress as a direct consequence of a failed
into dark dungeons and hunting action—missing an attack, breaking a lockpick, being
dangerous monsters for perhaps a few caught in the middle of a lie.
gold coins, is not a safe—or sane—way to
make a living.
This chapter introduces a system for Chansi: Ok, let's see what's in this chest. I want to
tracking a character's stress level, and its potential long- pick the lock on this thing—what's the DC?
lasting consequences on their adventuring career. DM: It's a secure metal chest, so DC 20.
Chansi: Easy. Lemme just... (rolls 15) ugh, fail.
Stress DM: You hear the pins clicking in the lock, Chansi,
Stress is a measure of pressure on a character's mental but you can't understand why they're not setting. It's a
state, representing a build-up of negative emotions such frustrating failure for you—take 5 points of Stress.
as anger, fear, frustration, and irritation. Too much Stress
is bad for your mental health and, if not treated carefully,
can lead to detrimental Afflictions—or even death. Stress Check
Characters can suffer up to 200 points of Stress before In cases where the environment or situation provokes a
they reach breaking point. To prevent this, they will need response—standing before a dragon, entering a decrepit
to find ways to relax and recover during their downtime. tomb, hearing a terrifying sound—you may be asked to
pass a Stress check (Wisdom saving throw) to resist
Gaining Stress gaining some Stress.
Stress is gained through danger, hardship, and adversity
—suffering a critical hit from an enemy, hearing an DM: Fire rages through the town. You hear a
unearthly moan from a dark room, sleeping rough out in terrified scream, Valiant, coming from the church.
the cold rain, watching an ally die. Anything that could What do you do?
reasonably threaten the mental well-being or emotional
state of your character can inflict Stress. Valiant: Does it sound like Zelrya?
When choosing how much Stress to inflict, decide how DM: It does, yes.
significant the event is to the character—is it minor, Valiant: I throw my shield aside and run ahead
moderate, major, or monstrous? The more emotionally through the burning streets, leaving the others behind.
significant, the higher the amount of Stress. DM: As you pass through the arch, You see Zelrya at
The more an event conflicts with the nature of your
character, the greater the Stress you'll suffer—a bard may the foot of the church steps, lying face down in a pool
be more embarrassed to ruin a performance than a of blood. She isn't moving. Atop the steps stands
wizard, while a lawful paladin is more hurt by a broken Bishop Vendicus, a mad grin on his face and a
oath than a lawless rogue. bloodied dagger in his hands. "She's with the Grey
King now, boy, He calls her to His hungry throne."
Gaining Stress
Valiant: Gods damn you Vendicus, we trusted you!
Category Stress Description
DM: Your sister lies dying—possibly dead—and
Minor +5 A small frustration, worry, or irritant: your mentor has betrayed you, Valiant. I need you to
missing an attack, falling down, hearing
a noise in the dark. make a Stress check, DC 30.
Moderate +10 You've made a critical error or Valiant: That... (rolls 22) bastard.
something is seriously at risk: being DM: Your mind reels from this horrific turnabout,
caught lying, learning that the villain
Valiant—take 40 points of Stress.
has escaped, being outnumbered by
the enemy.
Major +20 Something that is devastating to your
character or goes against their beliefs:
breaking an oath, falling to 0 hp, Conditions
finding a heap of fresh corpses.
If you are using the Conditions rules, the amount of Stress
Monstrous +40 Something that is incomprehensible or
you gain is heavily influenced by your situation.
world-shattering: meeting a god, being
Any time you would gain Stress, add up the modifiers from
betrayed by your closest friend,
watching a loved one die. all six Conditions—this should range between -12 and +48—
and add this to the total (to a minimum gain of 0).

chapter 6 stressing out


23
DM: You smell something foul, Viridian. Behind the Stressful Situations
wooden door, you can hear a faint buzzing sound. These are some example situations that might trigger Stress.
Viridian: I open the door cautiously. Some characters may respond more strongly than others
DM: Your torchlight illuminates a grisly scene—a depending on their background—a fighter may be less
stressed about being outnumbered in battle, while a
dozen rotting corpses hidden in a small pantry, necromancer might not react to the sight of a dead body.
covered in a thick swarm of fat flies. The putrid stench
of rotting flesh threatens to overwhelm you. Make a • Badly failing an attack or skill check
• Hearing an unearthly roar from the dark
Stress check, DC 20. • Embarrassing yourself in front of someone
Viridian: I'm... (rolls 22) phew, ok. • Falling over or being knocked down
DM: Horrifying though this, you manage to retain • Being disarmed or disabled
• Critically failing an attack or skill check
your composure. Perhaps this isn't the first time
• Seeing a heap of mutilated corpses
you've seen a heap of rotting corpses? • Facing a huge or formidable enemy
• Embarrassing yourself in front of a crowd
• Being caught lying
Snapping •

Being surrounded, outnumbered, or out-flanked
Sleeping rough out in the open
Too much Stress can be extremely unhealthy and cause • Being critically hit
long-term problems. When your character takes 100, • Seeing an ally die
150, and 175 points of Stress for the first time after a • Accidentally hurting a friend
long rest, they snap and develop a mental Affliction. •

Seeing the corpse of a loved one
Being feared or dominated
• Seeing a hideous abomination
DM: You failed to crack open the chest with your • Breaking an oath
head, Krazak. Take 5 points of Stress.
Krazak: These gods damned elven boxes. I'm up to
152 now—I've snapped. Time for a new Affliction... Relieving Stress
Stress is relieved through success and relaxation—
disarming a trap, defeating a formidable opponent,
Breaking Point carousing in town, sleeping in a warm bed. Anything that
helps your character feel better can relieve Stress.
When a character takes 200 points of Stress, they hit The amount relieved depends on the event's
breaking point. In this state, your character is reckless, significance to your character. The more it aligns with
dangerous, and extremely vulnerable. your character and personality, the more you restore—a
If you are hit by a damaging attack while at breaking rogue benefits more than a mage from picking a lock,
point, your character suffers a fatal heart attack. You fall while a cleric benefits more than a fighter from prayer.
to 0 hit points, fail any remaining death saving throws,
and die immediately. Relieving Stress
Category Stress Description
DM: The dragon lashes out at you, Clanda, swinging
Minor -3 A small success or bit of good news:
its huge tail. Make a defence roll, DC 32. disarming a trap, playing a song, relaxing
Clanda: I... (rolls natural 1) ouch, take a critical hit. with your friends.
DM: The dragon's tail slams into you without mercy. Moderate -6 A critical success or special
achievement: eating a well-cooked meal,
Take 26 points of damage, one notch on your armor,
finding a hoard of treasure, repairing an
and 10 points of Stress. important piece of equipment.
Clanda: Damn, that puts me over 200 Stress. Major -12 You've beaten the odds and gained a
DM: Your heart is pounding, Clanda, and it's hard to significant victory: defeating a
dangerous enemy, saving an ally from
breathe. You're not sure you can take another hit... certain death, completing a work of art.
Majestic -24 You've achieved a long-term character
goal or done something thought near
impossible: bringing a friend back from
Stress as a Consequence death, finishing a masterpiece, receiving
praise from your deity.
A character should gain Stress only as a consequence for
failing a roll of some kind—such as an attack roll, a defence It is much harder to lose Stress than it is to gain it, so
roll, a skill check, or a Stress check. you'll need to be proactive in treating your Stress level
before it becomes insurmountable.
chapter 6 stressing out
24
Sanctuaries
DM: The runes are glowing brighter, and you feel When you begin a long rest in a sanctuary, such as a
static building in the air. If you don't act quick, Clanda, village, town, or city, your Stress is reduced to and
this trap will explode. capped at 75—it won't go any higher until you journey
Clanda: Pfft, this is amateur work—dwarven runes
back out into the wilds.
are so basic. I'll try to dispell the binding rune to
disarm the trap harmlessly. Stress Relief
Valiant: Uh, are you sure about that? Last time—
These are some things a character might do to reduce their
Clanda: Hush now, I'm working. stress levels. Not everyone will recover in the same way—an
DM: Ok, that'll be a DC 20 Wisdom check. You can introvert may unwind best on their own with a good book and
use Arcana with this. some hot tea, while an extrovert may want to throw a raucous
and extravagant party to blow off steam.
Clanda: See I told you, Valiant... (rolls 24) I got this.
DM: You manage to locate the binding rune and, • Disarming a trap
with a careful words, draw the magic out of it. With a • Defeating a dangerous enemy
• Eating a hot, well-cooked meal
harmless spark, the runic trap shatters. Clanda, you • Making people laugh with a joke
restore 6 points of Stress—everyone else restores 3. • Listening to a bard perform a song
• Carousing in a rowdy tavern
While out travelling, a good time to relieve Stress is • Picking a lock
during downtime and through sleep. •

Sleeping in a warm, comfortable bed
Praying to your deity
• Creating something you're proud of
DM: Ok, camp's been set up for the night. What do • Reading a good book
you all do for the next few hours? • Finding a chest of treasure
• Spending time with family and friends
Sarien: I spend a couple of hours meditating. • Learning a new skill
DM: Ok—it's been an easy day, so make a DC 10 • Engaging in a hobby
Wisdom check. • Having a pet
• Rolling dice and playing some games
Sarien: No problem... (rolls 17).
• Fulfilling an oath or promise
DM: You're able to calm your mind and organise • Protecting an ally from harm
your thoughts, Sarien. Restore 6 points of Stress. • Meditating and resting

chapter 6 stressing out


25
Afflictions Affliction Removal
An Affliction is a stress-induced mental issue suffered by d20 Result
a character when they gain too much Stress. Afflictions 01 Critical Failure: You fail to cure your Affliction,
change your abilities in some fashion, and can only be gaining a new one in the process.
cured during downtime. 02-09 Failure: You fail to cure your Affliction.
When you gain 100, 150, and 175 Stress for the first 10-19 Success: You cured your Affliction.
time after a long rest, roll to see which Affliction you
develop. If you roll a duplicate, roll again. 20 Critical Success: In a moment of clarity, you cleared
yourself of all Afflictions and Stress.

Afflictions You can only make one Affliction Removal attempt per
d100 Affliction Modifier in-game week, and you spend the gold whether you
01-07 Fearful -2 STR succeed or fail in your attempt.
08-14 Lethargic -2 DEX
Costs
15-20 Masochistic -2 CON
As you gain in experience, it becomes harder to reset
21-27 Irrational -2 INT your mental state—the things you have seen and
28-34 Paranoid -2 WIS experienced have had a lasting impact. It costs more to
35-41 Selfish -2 CHA remove an Affliction the higher your level as you must
42-48 Panic -1 STR, -1 DEX
seek more elite and exotic outlets.
49-55 Hopelessness -1 DEX, -1 CHA Affliction Removal Costs
56-61 Mania -1 CON, -1 WIS Level Gold Level Gold Level Gold
62-68 Anxiety -1 INT, -1 STR 1 5 8 42 15 432
69-75 Hypochondria -1 WIS, -1 CON 2 7 9 58 16 604
76-82 Narcissistic -1 CHA, -1 INT 3 9 10 81 17 845
83-85 Powerful +1 STR 4 12 11 113 18 1,183
86-88 Focused +1 DEX 5 16 12 158 19 1,656
89-91 Stalwart +1 CON 6 22 13 221 20 2,318
92-94 Acute +1 INT 7 30 14 309
95-97 Perceptive +1 WIS
98-00 Courageous +1 CHA Greater Restoration
The Greater Restoration spell may be used to let you
DM: Sarien, you hear a sickly moan from the make an Affliction Removal attempt outside of a long
shadows. Make a DC 10 Wisdom saving throw to see if
rest. This counts as your once-per-week removal attempt.
From levels 1-10, your character may roll with
you can keep your composure. Advantage when using Greater Restoration. From levels
Sarien: Sure. (rolls 6) Damn, not enough. 11-20 however, roll with Disadvantage.
DM: The sound strikes fear into your heart, Sarien.
Take 5 points of Stress. Mental Breakdown
Sarien: That pushes me over 100—looks like I'm If your character gains more than 3 Afflictions, they
getting a new Affliction. I'm feeling pretty... (rolls 43) suffer a complete mental breakdown—your character
panicked. How appropriate. falls catatonic and must be committed into care or die.
A character who has had a breakdown can no longer
be played—treat them as if they have retired.
Curing Afflictions Recovery
Afflictions don't go away on their own—your character If a character is placed in good care, there is a rare
must dedicate time to treating their mental state. During chance they may eventually recover from their
a long rest, your character can attempt to treat one of breakdown. For each month of proper care, they may roll
their Afflictions in an appropriate fashion—carousing, an Affliction Removal attempt with Disadvantage. A
praying, resting, etc. month after they have removed all Afflictions, they
Spend some gold to roll a d20 to make an Affliction recover their senses.
Removal attempt. Some downtime activities, such as A character who has recovered from a breakdown will
resting, may allow you to roll with advantage. always have a minimum of 50 Stress.

chapter 6 stressing out


26
Chapter 7: Dangerous Magic

M
agic is a powerful force
that can rewrite fundamental laws Burnout is not a Failure
of reality—turn ice into fire, restore
life to the dead, teleport across Suffering burnout doesn't mean your spell automatically fails
great distances in a heartbeat. —it simply means you were hurt somehow during the
Magic can grant unimaginable attempt. Roll to attack and resolve any hits or misses as per
power, but it is not without risk— normal for your magic spell.
channeling such raw and unpredictable energies can be
fatal to the ill-trained and unprepared.
This chapter introduces rules to make magic a little 2. You Suffer a Consequence
more dangerous for spellcasters. Roll a d100 and check the Burnout Consequences table
to see what effect your burnout has. Consequences
Burnout become increasingly more severe the higher your spell
level, so beware.
Sometimes, the flow of magic goes against you. It's hard If a consequence doesn't fully apply to you, or doesn't
to shape, it's too chaotic, it's too powerful—whatever the make sense for the situation, pick one that does.
reason, some magic energy lashes out during your Alternatively, the DM may—at their discretion—pick a
spellcasting attempt and causes you some harm. consequence specifically for you.
This is called burnout and it can happen to any caster,
whether arcane or divine. Magic is dangerous work.
Clanda: Ok, these myconids are really starting to
Triggering Burnout annoy me now. Good thing I've been saving this
Fireball for a special occassion...
If you are a spellcaster, take a d12—this is your Burnout
die. Whenever you attempt to cast a magic spell, roll the DM: As you channel your arcane power into that
Burnout die; on a 1, the power is overwhelming and you fiery orb, you feel the weave pulling away. Roll your
trigger a burnout event—two things happen to you: Burnout die, Clanda.
Clanda: Easy, still on a fresh d12... (rolls 1) or not,
1. Your Burnout Die gets Smaller damn. Level 3 spell, that's a moderate burnout.
Your burnout die starts as a d12, but each time you suffer DM: Some of the raw arcane energy arcs out from
burnout the die becomes one size smaller. your spell and you fight to contain it. Shrink your
burnout die one step to d10 and take a moderate
1d12 → 1d10 → 1d8 → 1d6 → 1d4
amount of Stress.
Clanda: Fine. I'll channel that anger back into the
As your die shrinks it becomes increasingly more likely
that you will trigger further burnout—be careful and try spell—these myconids are going to burn.
to keep your die as large as possible.
chapter 7 dangerous magic
27
Burnout Consequences
d100 Minor (SL 0) Moderate (SL 1-3) Major (SL 4-6) Monstrous (SL 7-9)
01-45 Gain minor Stress Gain moderate Stress Gain major Stress Gain monstrous Stress
46-70 An item gains 1 notch An item gains 2 notches An item gains 4 notches An item gains 8 notches
71-80 Gain 1 hunger Gain 2 hunger Gain 4 hunger Gain 8 hunger
81-90 Gain 1 thirst Gain 2 thirst Gain 4 thirst Gain 8 thirst
91-00 Gain 1 fatigue Gain 2 fatigue Gain 4 fatigue Gain 8 fatigue

Roll Once per Spell Safe Magic


You only roll the Burnout die once per spell, regardless of the Burnout only applies to raw and impromtu spellcasting
number of targets or whether you have advantage or where your character is actively channeling and shaping
disadvantage on your action. magical energies. Not all magical abilities put such great
strain on your body—this safe magic does not trigger
burnout when used.
Recovering from Burnout • Class Features: Effects gained through certain class
Once a burnout die shrinks, it remains that size until you features—such as Channel Divinity and Lay on Hands
take a recovery action. There are three primary means of —do not count as spells, so don't roll for burnout.
recovering from burnout: • Racial Features: If you are casting a spell gained
through a racial ability—such as the tiefling's Infernal
1. Spend a hit die: You can spend a hit die during a short Legacy—don't roll for burnout. These innate powers
rest to grow your burnout die by one step. You don't are unaffected by the wild fluctuations of raw magic.
gain any healing from hit die spent in this way. • Magic Items: A magic item channels its own energies,
2. Get a good sleep: If you get a good night's sleep, your putting no strain on the user—so don't roll for burnout
burnout die grows by one step. with any magic item spells or effects.
3. Take a long rest: Once you complete a long rest, your • Rituals: A ritual helps control the flow of magical
burnout die is fully restored to d12. energy with complicated sigils and glyphs, taking the
burden from the caster—so don't roll for burnout.
Mana Potions
Depending on your campaign setting, you may be able to
acquire mana potions that help restore some burnout Why did I burnout?
immediately when consumed. Magic is a fickle thing, and there are many reasons why a spell
Below is an example of a mana potion you may wish to might put undue pressure on your body.
include in your setting. Mana potions should be similar
to healing potions with regards to availability and cost. • You mispronounced a key syllable.
• You said the words in the wrong order.
• You sneezed.
Mana Potion • You wrote a glyph incorrectly.
Healing, Potion, Consumable • You used a low quality spell component.
• You didn't move your hands in the proper motion.
• The weave is wild and unpredictable.
You recover from magical burnout when you drink this • Your god is angry with you.
potion—the better the quality, the more burnout you • Your god gave you too much power at once.
• Your god is busy with celestial matters.
restore. This potion glows with a faint, blue light when
• An opposing god is interfering with the power.
shaken and is oddly cold to the touch. • A nearby ley-line is warping the flow of magic.
• Another caster is disrupting your control.
Type Rarity Recovery • Your patron is testing you.
Mana Potion Common +1 size • Your patron wants your attention.
• Your patron doesn't understand your mortal frailty.
Greater Mana Potion Uncommon +2 size • The winds of magic are against you.
Superior Mana Potion Rare +3 size • A magic item you are wearing reacts badly.
Supreme Mana Potion Very rare +4 size • Magical energy is scarce in this region.

chapter 7 dangerous magic


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Regional Magic Size Limits
Magical power is not equal in all places. Perhaps you're
in a temple or a wizard's tower, where the flow of magic No matter the modifier, your burnout die cannot grow larger
has been tamed? Perhaps you're standing near an arcane than a d12 or smaller than a d4.
vortex or an elemental gate, where magic is wild and
hard to control?
These environmental effects can impact your ability to While here we see Chansi and Clanda approaching a
spellcast and change how likely you are to suffer burnout. dangerous magical portal and its wild energies.
At the DM's discretion, add a regional modifier (-3 to
+3) to the size of your normal burnout die. Grow the die
if you're in a calm space to prevent burnout, and shrink it DM: As you approach the portal, Clanda, you can
if you're in a wild space to encourage one. feel raw magical energies pouring through it. The
sensation is almost overwhelming as waves of chaotic
Regional Modifiers
energy rush past you.
Modifier Severity Description
Clanda: I don't like the look of this... I'll try casting
+3 Serene The flow of magic is abundant,
Dispel Magic on that portal.
predicable, and easy to harness.
Chansi: How close are you to burning out?
+2 Calm The flow of magic is rich and steady.
Clanda: Should be rolling d10, but all this chaotic
+1 Stable The flow of magic is reliable.
magic pushes it down three sizes to d4. 25% chance
+0 Normal —
to burnout—could hurt...
-1 Unstable The flow of magic is erratic.
-2 Wild The flow of magic is intense and hard
to control or shape.
Categories
-3 Chaotic The flow of magic is raw,
unpredictable, and dangerous. Depending on the situation, you may wish to limit a
modifier to a specific type of magic. Perhaps only arcane
These regional effects can be as small or as large as magic gains a +1 modifier in the wizard's tower, and only
you like—a few feet, a room, a few miles, a kingdom, or divine magic gains a +2 modifier in your god's temple?
even a whole continent.
Here Valiant, out in the wilds, spots an old shrine way DM: As you enter the school, Clanda, you feel an
out in the distance.
immediate shift in the weave. Many decades of
teaching Evocation magic here has warped and shaped
DM: Pushing through the thick wood, you see an
the flow of power unnaturally.
old stone building with a ruined spire in the distance.
Clanda: Making it easier to cast Evocation spells?
You feel the calming power of holy ground.
DM: Exactly. The flow is serene (+3) for Evocation
Valiant: Finally, Unity Spire. I'll let Viridian know I've
magic, but wild (-2) for all other magic types.
found it with a Sending spell.
DM: Ok, make your burnout check.
Use categories to add some flavour to key or iconic
Valiant: No problem. Should be rolling d8, but this locations, but try not to go overboard—regional modifiers
calm power pushes it back up two sizes to d12. Great. should be uncommon and significant.

chapter 7 dangerous magic


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Chapter 8: Life & Death

A
n adventurer without a scar is
either very good, very lucky, or very new to Lingering Wounds
the profession—trap-ridden dungeons, When you fall to 0 hit points, you gain a lingering wound.
rabid monsters, and sharp weapons are Roll on the Wounds table to see which part of your body
notoriously bad for your health. Some was wounded—you can decide exactly what the wound
adventurers are lucky enough to retire with looks like with your DM.
just a few injuries to show for their career. If you roll a duplicate result, your current wound
Many, however, die long before reaching retirement. reopens and worsens by one step.
This chapter sets out the rules around character
healing, persistent wounds and injuries, and death. Lingering Wounds
d6 Area Minor Moderate Major Critical
Health 1 Arms/Legs -1 STR -2 STR -4 STR -8 STR
Your health is your most precious resource and, as an 2 Hands/Feet -1 DEX -2 DEX -4 DEX -8 DEX
adventurer, keeping hold of it is not an easy task. 3 Torso -1 CON -2 CON -4 CON -8 CON

Bloodied 4 Head -1 INT -2 INT -4 INT -8 INT


5 Eyes/Ears -1 WIS -2 WIS -4 WIS -8 WIS
A character is considered bloodied when they have lost 6 Face -1 CHA -2 CHA -4 CHA -8 CHA
half of their hit points—when bloodied, they have taken a
small cut or bruise.
Some monsters may react differently to you when you DM: The orc's axe slashes you, Viridian, and you
are bloodied—becoming frenzied or blood-thirsty—while take 9 points of damage.
others may have an easier time detecting you by scent. Viridian: Urk, that's not good—I'm at 0 hit points.
Before I black out, I notice... (rolls 3) blood dripping
DM: The wolf bites you fiercely, Sarien, causing 7 from a minor wound to my chest.
points of damage.
Sarien: Gah, I'm bloodied now.
DM: With the scent of fresh blood in the air, all Treatment
three wolves turn and look at Sarien hungrily...
A wound hinders you while it's untreated. You can treat a
wound with first-aid knowledge and supplies, at which
Healing while Bloodied point you may halve the penalty caused (rounding down).
If you are bloodied, you must use a bandage or other A treated wound remains on your character, and can
first-aid material in order to spend your hit dice and only be properly healed during a long rest or with
recover hit points when resting. magical healing.

chapter 8 life & death


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Healing Wounds Permanent Injuries
Wounds heal naturally over time. At the end of a long Some monsters are especially deadly, destructive, and
rest, you may check to see if each of your wounds will vicious—when they hit, they hit hard enough to break
heal by one step with a Constitution check. The difficulty bones and sever limbs. Dragons, giants, ogres—if it's
depends on the severity of the wound: minor (DC 10), huge, its attacks are usually extremely violent.
moderate (DC 15), major (DC 20), or critical (DC 25). If you are reduced to 0 hit points by a Violent attack,
Some downtime activities, such as resting, may allow you suffer a debilitating injury. Roll to see which injury
you to roll the check with advantage. you suffer—reroll any nonsensical result.
Magical Healing Permanent Injuries
You may use magical effects to help heal a wound by one d10 Injury d10 Injury
step. You do not gain hit points from the magic in doing 1 Lose an arm 6 Lose an ear
this—all of the spell's power is used on your wound.
To improve a wound by one step with magic, you must 2 Lose a hand 7 Lose your nose
use a healing spell of a minimum level depending on the 3 Lose a leg 8 Gain a horrific scar
wound's severity: minor (1), moderate (2), major (3), or 4 Lose a foot 9 Gain an internal injury
critical (4). 5 Lose an eye 10 Lose half your teeth
Magical Healing Injuries are permanent and cannot be healed like
Severity Min. Spell Level Example regular wounds. You may only reverse an injury with a
Minor 1 Cure Wounds Greater Restoration spell (or something equivalent).
Moderate 2 Prayer of Healing
Major 3 Mass Healing Word DM: The violent dragon shows you no mercy,
Critical 4 Mass Cure Wounds
Sarien, as it bites down. Sharp teeth spear into you
painfully for 19 points of damage.
Reopened Wounds Sarien: Damn it, I'm at 0 hit points... (rolls 1).
DM: You hear a sickening snap as the dragon's teeth
If you are critically hit during combat, your wounds may
reopen and worsen. When taking critical damage, make bite into your shoulder, scraping bone. The pain is
a Wound check for each treated wound you have: overwhelming. As its huge head snaps back, you feel a
sharp pull and a hear a loud, wet tearing sound.
Wound check: d20 - the wound's full penalty Through the pain, you realise you can't move your left
arm. You can't even see your left arm. It's gone.
Once you have your result, check the Reopened Sarien: What. The Hell.
Wounds table below to see what happens to you. DM: The last thing you see before you black out,
Sarien, is the dragon throw your arm up into the air and
Reopened Wounds
—with a snap—swallow it. "Deliciousssss..."
d20 Effect

Dying
01-04 The wound reopens and worsens one step
05-08 The wound reopens
09-20 The wound remains closed
When you fall to 0 hit points, you are unconscious and
dying. At the start of your turn, make a death saving
An untreated wound automatically worsens after a throw to see if you manage to hang on to life.
critical hit—this can be very dangerous, so try to keep Death Saving Throw
your wounds bandaged at all times.
d20 Outcome
DM: The werewolf's razor sharp claws slash at you 01 You fail two death saving throws.
Viridian with a critical hit—take 14 points of damage. 02-09 You fail one death saving throw.
Viridian: Ouch. Better check if my minor chest 10-19 No change.
wound is ok... (rolls 4 (5 - minor wound penalty)) damn 20 You regain 1 hit point and are stabilised.
it, it reopens and gets worse. This hurts...
DM: Those claws have ripped open your bandages, You may only fail two death saving throws per long
rest; on the third failure, you die. Death saving throws do
Viridian, and blood pours from your now moderate not reset after a short rest, so be careful.
chest wound. If you are hit by a damaging attack whilst dying, you
automatically fail a death saving throw.

chapter 8 life & death


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Cheating Fate A New Beginning
If you would suffer a killing blow or fail your last death It's time to start anew. Once you've added your
saving throw, you may instead spend a fate point to cheat character's name to the graveyard you may create a
death. Perhaps you were knocked unconscious, or the brand new character or elevate a proven henchman.
scorpion's poison wasn't strong enough to finish you off, If you create a new character, start at level 1. You may
or it was just a flesh wound—discuss with your DM then benefit from any property or wealth bequeathed by
exactly how you managed to survive your ordeal. your predecessor—gold, land, titles, etc.
Usually, this will leave you unconscious but stable until
the end of the current scene, at which point you might Inheriting a Pension
wake with 1 hit point. If you inherit a pension, you may convert some or all of it
into starting experience—10 XP per gold piece. You will
DM: You lie unconscious and dying, Viridian, but still need to account for any training costs, and you
the orc is without mercy—she stabs down with her cannot advance beyond your predecessor's level.
spear. Lose a death saving throw.
Viridian: Oh no, that was my last one... Resurrection
Chansi: You're dead? For real? Sometimes, death is not the end. Magic is a powerful
Viridian: Yea—or I would be if I didn't have one last force, and with it even the dead can rise again.
Such spells are not without cost, however, and
fate point to use. Perhaps the spear missed me? resurrection spells require the rarest of components—
DM: Fate is in your favour. The spear wouldn't miss diamonds of a particular cut and quality. These
given its proximity, but let's say it missed your vital diamonds cannot easily be bought on the open market—
organs. Everyone thinks you're dead, and you remain finding one may be a whole adventure in itself.
unconscious but alive for the rest of the scene.
Resurrection Spells
Viridian: Unconscious and alive sounds good to me.
Spell Level Time Limit Component

New characters begin with one fate point, and may Revivify 3rd 1 minute Pristine diamond
hold a maximum of three at one time. Raise Dead 5th 10 days Royal diamond
Reincarnate 5th 10 days Mystic oils
Gaining Fate Points Resurrection 7th 100 years Perfect diamond
Fate points are extremely rare, awarded only when you True Resurrection 9th 200 years Astral diamond
face—and defeat—the most dangerous of enemies.
Dragons, liches, beholders—fate smiles on those who Reincarnate
brave the darkest of dangers and survive.
The Reincarnate spell is unique in that it requires only
mystic oils. Unlike rare diamonds, these oils can be
Death bought or crafted during downtime—at a significant cost.
Sometimes, despite your best efforts, your best just isn't
good enough. All things end, and your character is no Lost Experience
exception—with any luck, you fought a good fight and left
the world a little less dark than when you joined it. Death has a price. A character that has been dead for
longer than a day will lose any unspent experience points
Your Funeral when they are resurrected.
A corpse shouldn't be left out in the open to be torn apart
by birds and wild dogs—a hero deserves a hero's send-off. Retirement
If your adventuring party are able to recover your body, The adventurer's lifestyle is not for everyone, and
bury it properly, and throw an appropriately lavish sometimes a character chooses to lead a different life.
funeral, they may buy a share of the unspent experience Maybe they found an offer too good to pass up, or their
you had when you died—10 experience points per gold injuries became too great, or they had a nervous
spent on your funeral. breakdown—whatever the case, the character decides to
retire from adventuring and settle down somewhere.
Reading of the Will Retired characters become active NPCs. Some may
join local factions, or provide downtime services, or even
You can leave a will behind to confirm who the heirs to become training mentors depending on their skillset.
your property are. This can be arranged with your DM
after the character's death if necessary. The reading of One Last Adventure
the will usually takes place at your funeral. You may bring a character out of retirement to join one
This is the last opportunity for your character to say last adventure—discuss this with your DM.
any final words, so make the most of it.
chapter 8 life & death
32
Chapter 9: Rest & Downtime

A
dventurers need to rest at some Cooking
point, if only to eat, drink, and sleep. If you know how to cook and have the right supplies, you
Downtime is important—it's how you can prepare a meal for the group. This requires use of a
recharge, how you spend your wealth, and campfire and cooking tools. Expend one use of your
how you prepare for your next adventure. cooking supplies to do one of the following:
This chapter defines the short and long
rest periods, as well as some activities you • Create rations: You cook and preserve some fresh
might undertake during each. ingredients—usually meat or grains—to create new,
basic rations. Unlike normal food, rations don't expire
Short Rest and take up little space—though they don't taste very
good, so you wouldn't want to eat them exclusively for
A short rest is a period of downtime, at least 1 hour long, long. The number of rations you create depends on the
during which a character does nothing more strenuous quantity and quality of your cooking ingredients.
than basic tasks—eating, drinking, sleeping, and tending • Stretch rations: You thin out some basic rations,
to wounds. feeding two people for each ration you cook. Stretched
During a short rest you can spend your hit dice, bind rations spoil if not eaten and can't be preserved.
any injuries, and eat some essential supplies. Anything • A hot meal: You cook a hot meal for everyone. This
more complex will require you to make camp. requires one ration—or ration substitute—per person.
Making Camp You might add extra ingredients—meats, vegetables,
spices—to create a more nourishing and fulfilling meal.
Out in the dark wilderness, few things raise the spirits as
well as a warm campfire. Build a campfire and make Before you serve the meal, roll a Wisdom (Survival)
camp if you intend to rest a while, using dry wood, tinder, check to see how well you prepared everything.
and a successful Intelligence (Survival) check. Success: The meal is well made and you relieve a
While camping, you may perform one primary activity moderate amount of Stress. Everyone else who eats your
from the list below before you sleep. If an activity you meal also relieves a moderate amount of Stress.
wish to undertake is not listed, discuss it with your DM. Failure: You have spoiled the meal—no one can eat
your cooking, and you gain a moderate amount of Stress.
Lookout
It's a great risk to set up camp without someone Attracting Attention
watching out for any would-be intruders. Anyone can
stand watch, but this takes effort and concentration—the Some activities—cooking spices, playing musical
lookout cannot join in with any other activity except for instruments, loud celebration—create noise or smells which
eating. If something bypasses your watch and enters your could attract unwanted attention or scare away potential prey,
camp, you gain a major amount of Stress. so be mindful of your surroundings when making camp.

chapter 9 rest & downtime


33
Music Sleep
If you know how to play an instrument, you can attempt Sometimes the best way to clear a mind is to shut it
to play a song for the group. Roll a Dexterity down for a while. If you are able to sleep for 6 hours
(Performance) check to see how well you play. undisturbed, you relieve a major amount of Stress. If
Success: Your song is well received. You relieve a your sleep is broken, however, you instead gain a
moderate amount of Stress from everyone. moderate amount of Stress.
Failure: You embarrassed yourself somehow and Depending on the weather and temperature, you may
gained a minor amount of Stress. need a sleeping bag or tent to sleep. Sleeping in medium
or heavy armor is also very uncomfortable, and could
Storytelling cause you to have a restless sleep. You may need to roll a
Everyone likes to hear a good story. If you are proficient Constitution check at the end of your sleep—if you fail,
in Arcana, History, or Religion—or are carrying an your sleep was restless.
interesting book—you can attempt to tell a captivating The Sleep Outcome table details how the quality of
story to the group. Roll a Charisma (Performance) check your sleep affects your condition levels and Stress.
to see if you succeed.
Success: Your story is well told and relieves a Sleep Outcome
moderate amount of Stress from everyone. Type Fatigue Stress
Failure: You made an embarrassing mistake and
gained a minor amount of Stress. Good -3 -12
Restless -1 0
Repairs Broken -1 +10
If you're proficient with certain tools, you may perform
basic repairs on damaged equipment. You can try to Trance
remove a notch from one item with a successful Some races do not sleep as others do—instead, they fall
Intelligence check. into a meditative state known as a Trance. While in this
Success: You remove the notch and relieve a moderate state, your character is semi-conscious. You cannot make
amount of Stress from yourself. out any specific details, but you can broadly sense motion
Failure: You couldn't make the repairs and grew and noise. You have disadvantage on all Perception rolls.
frustrated, gaining a minor amount of Stress. You are still affected by the same Sleep Outcomes as
other races.
Crafting
You can spend time crafting simple items—bandages, Valiant: Ok, it's getting dark—we should find a spot
salves—if you have the right materials and tools. Roll the
appropriate check for your specific craft to see if you to make camp. That clearing over there looks safe.
succeed in your efforts. Clanda: I'm on lookout tonight, so I'll start setting
Success: You craft your item and relieve a moderate few Alarm spells around the perimeter. If you set them
amount of Stress from yourself. off again, Viridian, I'm going to burn you.
Failure: You couldn't craft the item and grew Chansi: I'll start cooking a hot meal—we should eat
frustrated, gaining a minor amount of Stress. this rabbit meat before it spoils. Should be enough for
Games all four of us, and easy to make a stew (rolls 17).
If you have a gaming set and know the rules, you can play DM: Soon you have a bubbling pot of hot stew
a game to unwind. Anyone can join in—so long as they're going, Chansi. It smells delicious, and everyone
not occupied with another activity—but at least one relieves some moderate Stress.
person playing must be proficient in the rules. Viridian: Great, I'm starving. I'll get my lute out, play
Everyone who plays can roll an Intelligence ability a little background music for us (rolls 11).
check to see who wins the game (a tie for victory also
count as a win). DM: Your songs are a fine accompaniment to the
Winner: You relieve a major amount of Stress. food, Viridian—you, Chansi, and Valiant relieve some
Loser: You relieve a minor amount of Stress. moderate Stress.
Viridian: What about Clanda?
Solitude Clanda: Pff, I'm too busy being on lookout to listen
If you prefer to spend some time alone—reading a book, to your amateur fumblings.
meditating, painting—you can do so. Roll a Wisdom Valiant: I'll make a few bandages from that old shirt,
ability check to see if you are able to relax.
Success: You relieve a moderate amount of Stress we're running low in the healer's kit (rolls 18).
from yourself. DM: You tear the shirt into three usable bandages
Failure: You couldn't relax and grew irritable, gaining and relieve some moderate Stress in the process.
a minor amount of Stress.

chapter 9 rest & downtime


34
Long Rest Lifestyle
A long rest is a period of extended downtime, at least 1 Your lifestyle determines the level of comfort you live in
week long, during which a character performs downtime during your week and the types of people you'll be
activities and pursues their own interests. You can only surrounded by. If you aim to meet nobles and other
take a long rest in a secure location, such as a village, aristocrats, you'll need to support an expensive lifestyle.
town, or city. The Lifestyle Conditions table shows the average
When you begin a long rest, follow these steps for each lifestyle cost in gold pieces per week, and the condition
week you choose to rest: each lifestyle leaves you in at the end of the week.
1. Sell loot: Trade in any loot and treasure gained on Primary Activities
your adventures for gold and experience.
2. Choose lifestyle: Choose your quality of lifestyle for During your long rest, you'll have time to pursue a
the week—wretched, squalid, poor, modest, primary interest. This is the main focus of your week and
comfortable, wealthy, or aristocratic. You'll usually something you spend about half of each day on, leaving a
need to pay for this upfront. quarter day for sleep and a quarter for miscellaneous
3. Choose primary activity: Choose your primary activity—shopping, eating, basic socialising, etc.
downtime activity and pay any relevant costs. Activities cost gold to perform—your DM will inform
4. Hear rumors: While resting, your adventuring party you how much. You can only perform one primary
learns of three rumors. Some of these rumors may be activity per week. Choose one from the suggestions
false, or only mostly true—you'll have to investigate below, or discuss one with your DM.
further to see for yourself. • Working: Trivial work for a simple wage.
5. Perform secondary activities: You can do 2 other • Spreading rumors: Seed rumors about town.
small, secondary activities during your week—meet • Carousing: Socialising and making contacts.
someone, go shopping, relieve some stress, etc. • Finding a buyer or seller: Trade something rare.
6. Settle up: It's the end of the week—gain the result of • Crafting: Create something.
your primary activity (level up, wages, information, etc) • Research & Information: Gathering intelligence.
and check to see if your wounds and Afflictions • Training: Learning new skills and abilities.
recover. If you have any outstanding debts, settle up. • Resting: Recovering from your injuries.
• Charity: Helping out the community.
Valiant, Sarien, and Chansi finally reach the gates of • Theft: Stealing an item from someone.
Darrowmore. It's been a long journey and they're • Family: Spending time with family members.
looking forward to a well-earned rest.
Your activity has a small chance of generating a
Between them they carry 45 gp of recently- complication that may make life more difficult—you hurt
recovered treasure from the Elsewood—this rewards yourself working, you offend a lord while carousing, you
each of them with 150 XP (450 XP total). damage a priceless book while researching.
They each choose a comfortable lifestyle for the
week ahead while they purpose their own activities in
town: Valiant does some charity work at his church, Activities
Chansi begins training for her next level up, and Specific rules and advice for most primary activities are
covered in the Dungeon Master's Guide (p128-131) and
Viridian plays songs in the tavern for some extra coin.
Xanathar's Guide to Everything (p123-134).

Lifestyle Conditions
Lifestyle Cost (GP) Hit Points Hit Dice Hunger Thirst Fatigue Rations
Wretched 0 50% 0 Starving Dehydrated Barely awake 0
Squalid 1 50% 25% Ravenous Dry Very sleepy 1
Poor 2 75% 50% Hungry Thirsty Sleepy 2
Modest 10 100% 75% Peckish Parched Tired 3
Comfortable 20 100% 100% Ok Ok Ok 5
Wealthy 40 110% 100% Well-fed Refreshed Well-rested 5
Aristocratic 100+ 120% 100% Stuffed Quenched Energised 5

chapter 9 rest & downtime


35
Secondary Activities Buy Property
A secondary activity is something that only takes a short You can buy property or build structures and fortresses
amount of time to do, from a few hours to a whole day. of your very own. Land must be acquired first if building
During a week of long rest, you have enough spare time something new. Upkeep and land taxes may apply.
to do two secondary activities. Choose them from the
suggestions below, or discuss one with your DM: Stress Relief
You can spend gold venting Stress in a manner
• Meet Someone: Arrange or attend a meeting. appropriate to your character. For every gold piece you
• Relieve Stress: Spend some gold to unwind. spend in this way, you relieve one point of Stress.
• Shopping: Buy some mundane gear and equipment.
• Finances: Organise your financial arrangements. Taxation
Spending Gold Depending on the local laws, there may be taxation of
some kind to deal with. You can try to hide your wealth
While you're in town, it's a good idea to spend some of from the taxman, but this may get you into serious
the treasure you've found on your adventures. Hoarding trouble with the local lords if you get caught.
loot for too long can be risky, as gold makes you a likely
target for thieves, beggars, and the taxman. Mounts
Mounts are useful animals, but they are not cheap. Food,
Donations shelter, veterinary bills—it all adds up. Make sure you're
There's always a noble cause—and just as many ignoble taking care of your animals well enough, otherwise they
causes—to donate your money to. This is a good way to might abandon you at the first opportunity.
gain favour with certain factions and NPCs.
Hirelings
Your Pension Time is money, and sometimes it's cheaper to hire
Save for the future and invest some of your gold in a someone else to do a menial task for you—employing
pension. Either your character gets this pension when guards to watch over your property when you're out of
they retire, or your next character may inherit it on your town, or a squire to carry your gear while you travel, or a
death—minus a 10% transfer fee. courier to send a letter to the neighbouring city.
Make sure to pay your hirelings well and on time if you
want to keep them loyal to you.
Pensions are Important
A pension is your main means of transferring wealth—and
Investing
experience—to a new character upon your unfortunate death. You can invest your money in a business. When you
If you don't want your next character to start at level 1, make invest, decide which business you're investing in and the
sure to save plenty of gold for them. level of risk—stable, risky, or wild. Then, in four weeks
time, roll to see how well your investment pays off.

Investment Outcome
Stable (3d6) Risky (2d6) Wild (1d6) Outcome
— — 1 Bankrupt! Lose every last copper piece.
— 2 2 Terrible Catastrophe. -1d20% value.
3-4 3 3 Major Calamity. -1d10% value.
5-6 4 — Mild Setback. -1d6% value.
7-8 5 — Bad Omens. -1d4% value. -2 to next outcome roll.
9-12 6-8 — Business as usual. +1% value.
13-14 9 — Encouraging Signs. +1d4% value. +2 to next outcome roll.
15-16 10 — Good Fortune. +1d6% value
17-18 11 4 Excellent Luck. +1d10% value.
— 12 5 Massive Windfall. +1d20% value.
— — 6 Huge Profits! +1d100% value.

chapter 9 rest & downtime


36
Chapter 10: Making a Journey

T
he wilds are a dangerous place,
and travel is rarely straightforward Travelling at Night
outside city walls. Many adventurers have
lost their way in dark forests, never to be This chapter assumes you will be making a standard journey
seen again. Many more have died from during the day. On rare occassions, however, you might want
lack of food, or water, or protection from to travel in the dead of night. In these cases, use the same
bandits and monsters. The world is not process described in this chapter but simply shift the phase
forgiving to the unprepared traveller. of the day accordingly to suit your schedule. Bear in mind that
some checks might be much more difficult at night.
This chapter introduces the journey phase to make
travel a more integral part of the adventure.
Step 2: Travel
The Journey Phase Now it's time to gather everyone and head out on your
There are three stages to any long-distance journey: plan, journey. The average day is broken up into six parts—
travel, and arrive. dawn, morning, noon, afternoon, dusk, and night—so run
Step 1: Plan through these in sequence for each day of travel.
The first step in making a long journey is planning—you Dawn
need to decide where you're going, how you're getting Sunlight crests the horizon. It's time to wake up, pack up
there, and who you're travelling with. camp, and eat breakfast to prepare for the day ahead.
1. Pick the destination: First, pick your destination. This • Check the weather: The weather can have a drastic
could be a dungeon, city, or some other landmark. impact on your travel plans, especially if you're not
2. Choose your route: Next, you need to decide which prepared. You may want to avoid travel completely
route you'll take. Do you take the long path around the during heavy rains, storms, and snows.
forest, for example, or cut through the Nightmare • Assign roles: Decide who is going to be today's guide,
Glade? The length of your route is measured not in forager, scout, and lookout. A character can only
miles but in days (assuming an average walking speed assume one role at a time, so think about who's best
of 15 miles per day). for each job.
3. Gather supplies: Finally, gather any supplies, vehicles, • Set pace: Decide what pace you'll be travelling at
and equipment you might need for the journey. today—slow, medium, or fast. A slower pace makes it
easier to succeed at your roles, but also means that the
Valiant, Chansi, and Clanda are trying to reach Westwall journey takes longer to complete.
Tower. That's about 45 miles away, so the journey • Eat breakfast: Eat some food and drink some water to
build up your energy for the travel ahead.
should take roughly 3 days at a normal walking pace— • Pack up camp: Put out any cooking fires, strap on
assuming fair weather and no surprises. your gear, and pack up your camp.
chapter 10 making a journey
37
Morning Step 3: Arrive
The sun rises and the day becomes warmer. Begin the After enough days of travel—and assuming you didn't
first half of today's travelling. lose your way—you've made it to your destination. This
can be a huge relief, especially after a long journey.
Noon Check the Journey Arrival table to see how much
The sun is at its peak. Take a short break, sit in the Stress you relieve upon arrival.
shade, and drink some water.
Journey Arrival
Afternoon Travel Time Stress Travel Time Stress
The sun descends and the temperature cools. Finish the Up to 1 day -3 Up to 1 month -12
second half of today's travel while you still have some
natural light. Up to 1 week -6 Up to 1 year -24

Dusk After 5 days of travel—a sudden and fierce


The sun sinks beneath the horizon and the sky darkens. thunderstorm forcing them to lose 2 days progress—
It's time to set up camp for the night, eat, and reflect on Valiant, Chansi, and Clanda finally make it to Westwall
today's travel. Tower. Relieved at the sight, they each restore 3 points
• Make camp: Take off your gear and set up camp. of Stress.
• Lookout duty: The lookout takes charge of camp
defence and security for the night. While on lookout, a
character can only eat and sleep—they don't have time Roles
to do or join in with anything else. There are four core responsibilities when travelling:
• Guide: The guide makes a guidance check to see if guide, forager, scout, and lookout. A person can only lead
you've stayed on the right path. or assist one role per day if they wish, and any role not
• Forage: The forager makes a foraging check to see if taken will automatically fail any related rolls.
they gathered any food or water during the day. A role can have only one leader, but any number of
• Eat dinner: Eat some food and drink some water. helpers. The leader makes the roll, with every helper
granting a +1 bonus. However, if the roll fails then the
Night helpers are equally liable to the consequences.
The night is dark and unwelcoming to travellers. Get
some sleep and recover your energy for tomorrow. Guide
The guide makes sure everyone is heading in the right
Waking on the second day of their journey, Valiant, direction. If the guide fails, you'll get lost and the journey
Chansi, and Clanda assign roles as they eat: Valiant to will take longer.
guide, Chansi to scout, and Clanda to keep lookout at If you are the guide, roll Intelligence on the Guidance
table at the end of the day to see if you were able to stay
night. They don't appoint a forager, but that's fine— on track. Cartography tools, maps, and the Survival skill
there's enough rations for a couple of days yet. will help you be a better guide.
The morning is uneventful, and at noon they stop for Success: The party is on track. Subtract today's
a short rest and a small drink—it's becoming very progress from the remaining travel time.
warm now thanks to a cloudless sky. Failure: You veered off course and lost your way. Gain
a moderate amount of Stress and add 0.5 day to the
During the afternoon, they find an old peddler sitting remaining travel time.
on the side of the road—he's suffering from some
mild heatstroke. Chansi offers him some water—the Guidance
peddler gratefully gives them a freshly caught rabbit in DC Terrain
exchange—and they continue on. 5 Wide open plains; Clear landmarks; Obvious pathway.
As dusk settles, they set up camp for the night. 10 Tall landmarks; Small hills.
Clanda prepares a few Alarm spells around the 15 Light rain or mist; Woods and hills.
perimeter, Chansi cooks the rabbit meat for everyone 20 Moonlight night; Heavy rain or mist; Forest with no
to eat, and Valiant checks their progress on his map. clear pathway or markings.
Everything seems on track. 25 Fog; Thick and obscure forest; Mountains.
Tomorrow they might have to think about foraging 30 Clouded night; Impossibly thick fog; A shifting maze;
for fresh water to top up their supplies—especially if Magically treacherous terrain.
it's as warm as today was.

chapter 10 making a journey


38
Forager Lookout
The forager finds food and water. If the forager fails, The lookout protects the camp at night. If the lookout
you'll run out of essential supplies long before the fails, you risk being attacked while you sleep.
journey reaches its destination. If you are the lookout, you're responsible for making
If you are the forager, roll Wisdom on the Foraging perception checks during the night to spot incoming
table at the end of the day to see how much food and threats. The lookout cannot join in any camp activities
water you were able to hunt throughout the day. For beyond eating and sleeping, so make sure that whoever
everyone that assists you, gain +1 to the roll. Hunting takes the lookout shift won't be needed for anything else.
equipment and the Survival skill will help you forage. For everyone that assists you, gain +1 to the roll. You
Success: You recover 2d4 rations-worth of food and can set traps and alarms around the camp—dry twigs,
water—you can divide this however you like. tripwires, the Alarm ritual—to help you detect intruders a
Failure: You were unable to find anything, and gained little better.
a moderate amount of Stress in the process. Success: You were able to rouse the party in time to
prevent being ambushed.
Foraging Failure: You failed to spot the danger in time and the
DC Terrain party are surprised. You gain a major amount of Stress.

Travelling Pace
5 Lush and verdant forest; Food and water are
everywhere.
10 Forest; Coast; Abundant food and clean water. The speed at which you travel can have an significant
15 Thin woodland and greenwood. Food must be actively impact on your role. There are three main paces: slow,
hunted and water is harder to find. normal, and fast.
20 Dry, open plains; Very little food or clean water.
Check the Travelling Pace table to see exactly how
you're affected by the pace you choose.
25 Desert and barren or polluted land; Food is extremely
rare and water may need treatment.
Walking
30 Toxic or corrupted deadlands; Food is inedible and
water sources are poisoned. The average character has a walking speed of about 3
miles per hour, and can travel—comfortably—around 15
miles per day.
DM: Chansi, roll a Foraging check to see if you This takes into account the many rest breaks, pauses,
found anything. You're in thin woodland, so it's DC 15. and distractions a character will need during the day—
Chansi: Ok... (rolls 18) perfect. Today I found... (rolls especially those that carry heavy gear and armor.
4) 4 supplies. We're a bit low on water right now, so
Walking long-distance is surprisingly hard work, and a
long, forced march in full plate armor is a sure way to
let's say I found 3 water rations and 1 food ration. hurt yourself.
Horseback
Scout The average horse walks at much the same pace as a
The scout ranges ahead during the day and keeps an eye character: 3 miles per hour. While they can gallop much
out for dangers. If the scout fails, you may be ambushed faster, they can only do so on flat ground for very short
by enemies and other hazards. periods—horses overheat very quickly.
If you are the scout, you're responsible for making any On horseback, a character can comfortably travel 20
perception checks during the day to spot incoming risks miles per day without injuring the horse or becoming too
and dangers. For everyone that assists you, gain +1 to the saddle-sore.
roll. A spyglass will help you scout better. The main benefit of travelling on horseback is the
Success: You noticed the threat and were able to warn carrying capacity—a horse can carry much more than a
the party in time. character for much longer without complaint. Horses
Failure: You failed to spot the danger in time and the need plenty to eat and drink, however, so make sure you
party are surprised. You gain a major amount of Stress. bring enough supplies.

Travelling Pace
Travel Pace Speed Distance Guide Forage Scout Hide Tracks
Slow 0.6 days 10 miles Advantage Normal Advantage Advantage
Medium 1 day 15 miles Normal Disadvantage Normal Normal
Fast 1.4 days 20 miles Disadvantage None Disadvantage Disadvantage

chapter 10 making a journey


39
Encounters Step 3: Generate Encounters
During a journey, the DM is responsible for generating Now you know when the party might encounter
any potential encounters and discoveries the party may something, it's time to generate specific details. There
face on the way. For each day of travel, do the following: are four broad categories of encounter: party, social, skill,
and combat. Pick a variety, or roll on the Encounter Type
1. Decide the danger level. table to choose one at random.
2. Determine the number of encounters. Party: One of the party members gets a moment to
3. Generate each encounter. shine. They can describe a short scene featuring their
4. Roll for any discoveries. character—if the scene is interesting enough, they gain
Inspiration and relieve a moderate amount of Stress.
Step 1: Danger Level Social: The party meets one or more people that they
First, check the Terrain Danger table to determine the can talk or engage with—a wandering merchant on the
danger level of the surrounding terrain. This will indicate road, a troupe of entertainers camped in the woods, a
how many encounters a party is likely to face today—the hostile soldier demanding a toll.
greater the danger, the more encounters. Skill: An obstacle hinders the party that must be
overcome through use of their skills—a wheel breaks on
Terrain Danger Level their wagon, a wounded person lies unconscious beside
the path, they anger a nest of wasps.
Danger Encounters Combat: Enemies attack the party, forcing them to flee
Safe and civilised; A village, a barren desert, a 1 or defend themselves—a group of bandits, a wild pack of
well-defended plain. wolves, a hungry dragon.
Dangerous frontier; A wild forest, a treacherous 2
swamp, a disturbed graveyard. Encounter Type
Enemy territory; A monster's lair, an enemy 3 d6 Type
camp, a haunted wood. 1 Party. Pick a random character to feature.
Heavily populated hostile territory; An enemy 4 2 Social (Friendly)
settlement, a mind-flayer city, a kobold nest.
3 Social (Hostile)
Lethal and actively hunted; A plane of madness, 5
a god's domain, a layer of hell. 4 Skill Challenge
5 Combat (Non-committal)
Characters can learn about the danger level of a region
through research to help inform their journey plans— 6 Combat (Aggressive)

gathering rumors, reading histories, collecting maps. Once you know the type of the encounter, generate the
exact details using your preferred encounter tables.
Step 2: Encounter Times
Second, you need to see when exactly the party might Step 4: Generate a Discovery
have an encounter today. Roll 1d6 for each of the six Finally, roll a d6 to see if the party spot something
phases of the day: dawn, morning, noon, afternoon, dusk, interesting in the distance. On a result of 5 or 6, they
and night. If the number is equal to or lower than the make a discovery—an abandoned cottage, an ancient
danger level, there is a chance of an encounter. tower, a secret cave hiding a buried treasure—that they
can choose to investigate.
The party are passing through a shrouded wood with a
danger level of 2. The DM secretly rolls 6d6 and d6 Result
generates a result of [2, 6, 2, 3, 6, 1]—the party will 1-4 Nothing
encounter something at dawn, noon, and night. 5 Spot a discovery in the morning.
6 Spot a discovery in the afternoon.

chapter 10 making a journey


40
Appendix A: Random Tables
These are random Musical Instrument 15-21 Celestials 37-48 Medicine
tables you may find 01-10 Bagpipes 22-28 Constructs 49-60 Nature
useful, particularly 11-20 Drum 29-35 Dragons 61-72 Perception
during character 21-30 Dulcimer 36-42 Elementals 73-84 Religion
creation. If you roll a 31-40 Flute 43-49 Fey 85-96 Survival
number that's not listed 41-50 Lute 50-56 Fiends
in the table, you may 51-60 Lyre 57-63 Giants Fighter
choose a result instead. 61-70 Horn 64-70 Humanoids 01-12 Acrobatics
71-80 Pan Flute 71-77 Monstrosities 13-24 Animal Handling
Proficiencies 81-90 Shawm 78-84 Oozes 25-36
37-48
Athletics
History
91-00 Viol 85-91 Plants
92-98 Undead 49-60 Insight
Artisan's Tools
Skills 61-72 Intimidation
01-05 Alchemist's supplies
01-05 Acrobatics Natural Explorer 73-84 Perception
06-10 Brewer's supplies
06-10 Animal Handling 01-12 Arctic 85-96 Survival
11-15 Calligrapher's
supplies 11-15 Arcana 13-24 Coast
16-20 Athletics 25-36 Desert Monk
16-20 Carpenter's tools
21-25 Deception 37-48 Forest 01-16 Acrobatics
21-25 Cartographer's tools
26-30 History 49-60 Grassland 17-32 Athletics
26-30 Cobbler's tools
31-35 Insight 61-72 Mountain 33-48 History
31-35 Cook's utensils
36-40 Intimidation 73-84 Swamp 49-64 Insight
36-40 Glassblower's tools
41-45 Investigation 85-96 Underdark 65-80 Religion
41-45 Jeweler's tools
46-50 Medicine 81-96 Stealth
46-50 Leatherworker's
tools 51-55 Nature Class Skills Paladin
51-55 Mason's tools 56-60 Perception
01-16 Athletics
56-60 Painter's tools 61-65 Performance Barbarian 17-32 Insight
61-65 Potter's tools 66-70 Persuasion 01-16 Animal Handling
33-48 Intimidation
66-70 Smith's tools 71-75 Religion 17-32 Athletics
49-64 Medicine
71-75 Tinker's tools 76-80 Sleight of Hand 33-48 Intimidation
65-80 Persuasion
76-80 Weaver's tools 81-85 Stealth 49-64 Nature
81-96 Religion
81-85 Woodcarver's tools 86-90 Survival 65-80 Perception
81-96 Survival Ranger
Gaming Set Racial Features 01-12 Animal Handling
01-25 Dice Cleric 13-24 Athletics
26-50 Dragonchess Draconic Ancestry 01-20 History
25-36 Insight
51-75 Playing cards 01-10 Black 21-40 Insight
37-48 Investigation
76-00 Three-Dragon Ante 11-20 Blue 41-60 Medicine
49-60 Nature
21-30 Brass 61-80 Persuasion
61-72 Perception
Language, Basic 31-40 Bronze 81-00 Religion
73-84 Stealth
01-12 Common
41-50 Copper 85-96 Survival
13-24 Dwarvish
51-60 Gold
Cleric, Knowledge
25-36 Elvish 01-25 Arcana
61-70 Green Rogue
37-48 Giant 26-50 History
71-80 Red 01-09 Acrobatics
49-60 Gnomish 51-75 Nature
81-90 Silver 10-18 Athletics
61-72 Goblin 76-00 Religion
91-00 White 19-27 Deception
73-84 Halfling
28-36 Insight
85-96 Orc Dwarven Tools Cleric, Nature
37-45 Intimidation
01-33 Animal Handling
01-33 Smith's tools 46-54 Investigation
Language, Exotic 34-66 Brewer's supplies
34-66 Nature
55-63 Perception
01-12 Abyssal 67-99 Survival
67-99 Mason's tools 64-72 Performance
13-24 Celestial
Druid 73-81 Persuasion
25-36 Draconic
37-48 Deep Speech
Class Features 01-12 Arcana 82-90 Sleight of Hand
13-24 Animal Handling 91-99 Stealth
49-60 Infernal
61-72 Primordial
Favoured Enemy 25-36 Insight
01-07 Aberrations
73-84 Sylvan
08-14 Beasts
85-96 Undercommon

appendix a: random tables


41
Sorcerer 65-68 Silent Image Druid, 1st Level 61-65 Jump
01-16 Arcana 69-72 Sleep 01-04 Absorb Elements 66-70 Longstrider
17-32 Deception 73-76 Speak with Animals 05-08 Animal Friendship 71-75 Snare
33-48 Insight 77-80 Tasha's Hideous 09-12 Beast Bond 76-80 Speak with Animals
49-64 Intimidation Laughter 13-16 Charm Person 81-85 Zephyr Strike
65-80 Persuasion 81-84 Thunderwave 17-20 Create or Destroy
81-96 Religion 85-88 Unseen Servant Water Sorcerer, Cantrips
21-24 Cure Wounds 01-04 Acid Splash
Warlock Cleric, Cantrips 25-28 Detect Magic 05-08 Blade Ward
01-14 Arcana 01-11 Guidance 29-32 Detect Poison & 09-12 Chill Touch
15-28 Deception 12-22 Light Disease 13-16 Control Flames
29-42 History 23-33 Mending 33-36 Earth Tremor 17-20 Create Bonfire
43-56 Intimidation 34-44 Resistance 37-40 Entangle 21-24 Dancing Lights
57-70 Investigation 45-55 Sacred Flame 41-44 Faerie Fire 25-28 Fire Bolt
71-84 Nature 56-66 Spare the Dying 45-48 Fog Cloud 29-32 Friends
85-98 Religion 67-77 Thaumaturgy 49-52 Goodberry 33-36 Frostbite
78-88 Toll the Dead 53-56 Healing Word 37-40 Gust
Wizard 89-99 Word of Radiance 57-60 Ice Knife 41-44 Infestation
01-16 Arcana 61-64 Jump 45-48 Light
17-32 History Cleric, 1st Level 65-68 Longstrider 49-52 Mage Hand
33-48 Insight 01-06 Bane 69-72 Purify Food & Drink 53-56 Mending
49-64 Investigation 07-12 Bless 73-76 Snare 57-60 Message
65-80 Medicine 13-18 Ceremony 77-80 Speak with Animals 61-64 Minor Illusion
81-96 Religion 19-24 Command 81-84 Thunderwave 65-68 Mold Earth
25-30 Create or Destroy 69-72 Poison Spray
Spells 31-36
Water
Cure Wounds
Paladin, 1st Level 73-76 Prestidigitation
01-06 Bless 77-80 Ray of Frost
37-42 Detect Evil & Good 07-12 Ceremony
Bard, Cantrips 81-84 Shape Water
43-48 Detect Magic 13-18 Command
01-08 Blade Ward 85-88 Shocking Grasp
49-54 Detect Poison & 19-24 Compelled Duel
09-16 Dancing Lights 89-92 True Strike
Disease 25-30 Cure Wounds
17-24 Friends 93-96 Thunderclap
55-60 Guiding Bolt 31-36 Detect Evil & Good
25-32 Light
61-66 Healing Word
33-40 Mage Hand 37-42 Detect Magic Sorcerer, 1st Level
67-72 Inflict Wounds 43-48 Detect Poison &
41-48 Mending 01-04 Absorb Elements
73-78 Protection from Evil Disease
49-56 Message 05-08 Burning Hands
& Good 49-54 Divine Favour
57-64 Minor Illusion 09-12 Catapult
79-84 Purify Food & Drink 55-60 Heroism
65-72 Prestidigitation 13-16 Charm Person
85-90 Sanctuary 61-66 Protection from Evil
73-80 Thunderclap 17-20 Chaos Bolt
91-96 Shield of Faith & Good
81-88 True Strike 21-24 Chromatic Orb
67-72 Purify Food & Drink 25-28 Color Spray
89-96 Vicious Mockery Druid, Cantrips 73-78 Searing Smite
01-05 Control Flames 29-32 Comprehend
Bard, 1st Level 79-84 Shield of Faith Languages
06-10 Create Bonfire
01-04 Animal Friendship 85-90 Thunderous Smite 33-36 Detect Magic
11-15 Druidcraft
05-08 Bane 91-96 Wrathful Smite 37-40 Disguise Self
16-20 Frostbite
09-12 Charm Person 41-44 Earth Tremor
21-25 Guidance Ranger, 1st Level
13-16 Comprehend 45-48 Expeditious Retreat
26-30 Gust 01-05 Absorb Elements
Languages 49-52 False Life
31-35 Infestation 06-10 Alarm
17-20 Cure Wounds 53-56 Feather Fall
36-40 Magic Stone 11-15 Animal Friendship
21-24 Detect Magic 57-60 Fog Cloud
41-45 Mending 16-20 Beast Bond
25-28 Disguise Self 61-64 Ice Knife
46-50 Mold Earth 21-25 Cure Wounds
29-32 Dissonant Whispers 65-68 Jump
51-55 Poison Spray 26-30 Detect Magic
33-36 Earth Tremor 69-72 Mage Armor
56-60 Primal Savagery 31-35 Detect Poison &
37-40 Faerie Fire 73-76 Magic Missile
61-65 Produce Flame Disease
41-44 Feather Fall 77-80 Ray of Sickness
66-70 Resistance 36-40 Ensaring Strike
45-48 Healing Word 81-84 Shield
71-75 Shape Water 41-45 Fog Cloud
49-52 Heroism 85-88 Silent Image
76-80 Shillelagh 46-50 Goodberry
53-56 Identify 89-92 Sleep
81-85 Thorn Whip 51-55 Hail of Thorns
57-60 Illusory Script 93-96 Thunderwave
86-90 Thunderclap 56-60 Hunter's Mark
61-64 Longstrider 97-00 Witch Bolt

appendix a: random tables


42
Warlock, Cantrips 57-64 Hex 73-76 Prestidigitation 29-30 Feather Fall
01-06 Blade Ward 65-72 Illusory Script 77-80 Ray of Frost 31-32 Find Familiar
07-12 Chill Touch 73-80 Protection from Evil 81-84 Shape Water 33-34 Fog Cloud
13-18 Create Bonfire & Good 85-88 Shocking Grasp 35-36 Grease
19-24 Eldritch Blast 81-88 Unseen Servant 89-92 Thunderclap 37-38 Ice Knife
25-30 Friends 89-96 Witch Bolt 93-96 Toll the Dead 39-40 Identify
31-36 Frostbite 97-00 True Strike 41-42 Illusory Script
37-42 Infestation Wizard, Cantrips 43-44 Jump
43-48 Mage Hand 01-04 Acid Splash Wizard, 1st Level 45-46 Mage Armor
49-54 Magic Stone 05-08 Blade Ward 01-02 Absorb Elements 47-48 Magic Missile
55-60 Minor Illusion 09-12 Chill Touch 03-04 Alarm 49-50 Protection from Evil
61-66 Poison Spray 13-16 Control Flames 05-06 Burning Hands & Good
67-72 Prestidigitation 17-20 Create Bonfire 07-08 Catapult 51-52 Ray of Sickness
73-78 Thunderclap 21-24 Dancing Lights 09-10 Cause Fear 53-54 Shield
79-84 Toll the Dead 25-28 Fire Bolt 11-12 Charm Person 55-56 Silent Image
85-90 True Strike 29-32 Friends 13-14 Chromatic Orb 57-58 Sleep
33-36 Frostbite 15-16 Color Spray 59-60 Snare
Warlock, 1st Level 37-40 Gust 17-18 Comprehend 61-62 Tasha's Hideous
01-08 Armor of Agathys 41-44 Infestation Languages Laughter
09-16 Arms of Hadar 45-48 Light 19-20 Detect Magic 63-64 Tenser's Floating
17-24 Charm Person 49-52 Mage Hand 21-22 Disguise Self Disk
25-32 Comprehend 53-56 Mending 23-24 Earth Tremor 65-66 Thunderwave
Languages 57-60 Message 25-26 Expeditious Retreat 67-68 Unseen Servant
33-40 Cause Fear 61-64 Minor Illusion 27-28 False Life 69-70 Witch Bolt
41-48 Expeditious Retreat 65-68 Mold Earth
49-56 Hellish Rebuke 69-72 Poison Spray

appendix a: random tables


43
Appendix B: NPC Economy

I
n life, there is only one constant— Monthly Profit
money makes the world go round. Gold buys
food, builds shelter, hires soldiers, and—in many Using the Monthly Income and Expenses table, we can
cultures—establishes class. Every day people see how much profit an NPC might expect to make each
earn money, make money, steal money, and even month. Most people can scrape together a few coins at
kill for money—it binds and divides. the end of each week, and even a poor family might hide
This section sets out the basic incomes and away a few silver pieces. If a community pools together
expenditures for NPCs in each social class. its savings, they might be able to pay some helpful heroes
to deal with those dangerous bandits plaguing the roads.
Income and Expenses A poor worker can spend 1 silver a week on beer at the
tavern, but she won't be saving much if that's her choice.
We can break down the basic finances of most NPCs into It will take a modest NPC a bit over a year to save up for
five standard categories: income, lifestyle, upkeep, taxes, a healing potion, and two years for the antitoxin for his
and profit. These values will vary depending on the social sick daughter. The comfortable smith can buy a second
class of the NPC. set of tools after 5 months of hard work, while the
Income: The amount of coin an NPC makes from their successful merchant can buy a magnifying glass to more
profession and labour. accurately assess gems in about a year. After little more
Lifestyle: General life expenditures, such as rent, than a month the minor noble can buy a vial of acid to
meals, basic shopping, and home maintenance. stop the mouth of that pesky guild leader.
Upkeep: Expenses related to work—property taxes, The monthly costs are also abstractions. Some NPCs
equipment repairs, wages, travel, bribes, fees, and fines. might get their pay on a weekly basis, while others only
Taxation: There are only two sureties in life; death and get their money a few times a year.
taxes. For a simplified economy, assume a basic income
tax is in effect—every commoner over the age of 14 pays Alternative Currencies
a set tax based on their monthly income. A kind ruler
may set this tax at 10%. Money is an abstraction for most people. Gold coins are
Profit: The amount an NPC can expect to save or a rare sight for the lower classes, and often treated with
spend on luxuries per month. outright suspicion—they're hard to trade in normal life,
and make you much more likely to be attacked.
More often than not, NPCs won't be paid with coins at
Taxation Rates all but with produce and services—grain, milk, leather,
carpentry, smithing, etc. The same applies to their taxes
You can set taxation as high or low as you want according to which usually come directly out of their trade.
the avarice of your ruler, or to fund an incoming war or Many local communities also trade and barter for
construction effort—the poor will start losing money at 17%. "script", small tokens of promise between traders. These
Other forms of taxation include land taxes, poll taxes,
tokens guarantee a service or good when exchanged—a
import/export taxes, and property taxes.
horseshoeing, a knife sharpening, a pound of bacon.
These are worthless outside of the community, however.

Monthly Income and Expenses


Social Careers Minimum Lifestyle Upkeep Taxes Profit
Status Income
Destitute Homeless, beggars, unemployed, mentally ill. 1 gp 1 gp — — —
Poor Unskilled labourer, farmworkers, costermongers, 6 gp 3 gp 2 gp 6 sp 4 sp
peddlers, thieves, mercenaries.
Modest Soldiers with families, farm owners, labourers, 30 gp 15 gp 10 gp 3 gp 2 gp
students, priests, hedge wizards.
Comfortable Merchants, skilled tradespeople, military officers. 60 gp 30 gp 20 gp 6 gp 4 gp
Wealthy Highly successful merchants, a favoured servant 120 gp 60 gp 40 gp 12 gp 8 gp
of the royalty, or the owner of a few small
businesses.
Aristocratic Politicians, guild leaders, high priests. 300 gp 150 gp 100 gp 30 gp 20 gp

appendix b: npc economy


44
Wolfram
Original Source The Sparrows family live a modest life. They own a small
This content is adapted from u/bjornbob1234's article "5e shack just inside the village wall, though they have to pay
commoner life and economy". rent for the land. It's nothing fancy, but it's clean and can
house them all. Yes, they all have to sleep in the same
room, but better to sleep with family than strangers in
Example: Milstone the inn.
Wolfram spends his days standing guard outside the
Milstone is a small mining community few cartographers duke's mansion. His two oldest sons are farmhands in
have bothered to put on the map. It is ruled by the local the outskirts of the village, while the youngest is
lord, Duke Oswald Thorn, a distant cousin to the lord of apprenticed to the blacksmith. A hefty sum is paid for
the region. Some 200 people live in the village and that apprenticeship, but it is worth it—if Wolfram doesn't
surrounding land. achieve greatness, his youngest son will. He named him
after himself, just to make sure. Names hold power,
• 5 are destitute. Those are the beggars, homeless, and everyone knows that. Jane Sparrow is a seamstress,
unemployed. They generate no taxable income. bringing in some extra coin for the family.
• 115 are poor. Those are the farmhands, servants, and The proud parents want to buy a nice present for their
young shop assistants and so forth. They yield 69 gp in daughter's birthday. Everyone should get a nice present
taxes each month. on their 10th summer, farmer and noble alike.
• 55 people in Milstone have a modest income—farmers,
mineworkers, carpenters, a priest, guards and minor Helgun
merchants. They yield 165 gp in taxes each month. Helgun Starling is comfortable, running Milstone's only
• Only 5 people in Milstone have a comfortable income. smithy. She lives in a nice room above the smithy, but
The smith, the innkeeper, the captain of the guard, the spends most of her time downstairs. There's always work
apothecary, and the old woman running the general to be done, horseshoes to make. It's a dangerous trade,
store. They yield 30 gp each month. however—iron is hot. Helgun stocks up on healing
• 3 people are wealthy. One is Gorm, Duke Thorn's potions just in case. Better safe than sorry.
trusted bodyguard, while the other is his favourite The apprenticeship of the young Wolfram Sparrow is
servant and advisor. The third is Milo, the halfling in welcome, as she never had children of her own. She
charge of the mining operations in the area. They yield didn't really realise how lonely she had been until that
36 gp in taxes each month. boy came along. Now the smithy seems eerily empty
In total this is 183 people paying 300 gp in taxes each after he leaves for the day. He's a hardworking lad, that
month, allowing Thorn to lead a lavish life of fine wines one, quick to understand the trade. Much like herself,
and soft cloths. The rest of the population are children come to think of it.
under the age of 14. Helgun is a woman of few words and fewer faults.
Gambling is not a fault, it's a hobby—especially when
Robin you're as good as she is. Of course, she feels sorry for
young Robin. 10 gold is a hefty sum to lose—gods know
Robin is one of the poor people of Milstone. He rents a where he got that kind of money.
small room in a flophouse in the village, and makes a
profit of 4 sp a month from his work as an assistant in Gorm
Old Granny Moe's Tools and Things. It is honest work,
and one day he hopes to own a shop for himself. Gorm Peacock is a man you can trust with your life,
Every day on his way to work he passes the tavern, and which the duke does. He lives on the second floor of the
every day he promises himself to walk past on his way duke's mansion, and spends most of his waking hours
back as well. He seldom does. One ale doesn't hurt with the man. Watching the young duke grow into the
anyone, Robin says to himself outside the door of The man he is today has been a pleasure. Sure, he may be
Smiling Cat. Just one. Before Robin enters, however, a overly fond of the moonherb and pale wines of the south,
party of four interrupt him. but he rules fairly.
"Good sir, you wouldn't happen to know where we can It is coming to and end, however. Gorm's swordhand is
find a smithy?" Their armours gleam in the setting not as fast as it used to be, and his wife's health has
sunlight, and the wizard's golden hair flows in a silent worsened in the past few months. He has been to the
wind Robin cannot feel. priest and the apothecary countless times, but nothing
"Sure. Just head down this road, you can't miss it on seems to help. Time always has a way of catching up,
the right." even with the best of us.
"Thanks", says the warrior. He casually hands Robin a Gorm is saving up for retirement. Living with the duke
small pouch, before the party continues on their way. has made him accustomed to a certain lifestyle, in start
Robin looks into the pouch. 10 shining gold coins contrast to the hardships he suffered in his youth. In a
smile back at him. He shakes his head. He will never few years time he should be able to buy himself a decent
understand the logic of adventurers. Two ales, then. farm and a few honest workers. Maybe down south, so
When did Robin ever only drink one? he can taste that pale wine for himself?

appendix b: npc economy


45
Appendix C: FAQ
This section looks at some of the more Why no Character Feats?
frequently asked questions regarding Darker Dungeons.
I'm very critical of feats in 5e—I think they put too much
Is this official? emphasis on combat in what is already a very combat-
heavy ruleset. IMO feats encourage optimal character
Absolutely not. This a free, unofficial compilation of builds and predictable gameplay, which is something I
house-rules for 5e inspired by—but not affiliated with— try to avoid.
the game Darkest Dungeon. As I like to emphasise non-combat gameplay and
alternative character builds, it's simply easier to disallow
Why make this? character-picked feats altogether.
I enjoy D&D, but—like all DM's—I like to run games my Feats as a Reward
way. That means focusing on themes of exploration,
danger, survival, and player-driven adventure. I think While I don't allow characters to pick feats, I do make
vanilla 5e is very weak in some of these areas, so I've use of feats through rare rewards. Feats are fantastic
added features over time to expand on these themes. properties you can use to easily create new magic items:
I wrote this handbook to compile all my house rules • The Ring of Mimicry grants you the Actor feat.
together in one place—it means I can get my rules peer- • This Lightforged Leather Armor grants you the Lightly
reviewed, and it helps players understand exactly the Armored feat.
type of game I like to run so that there's no confusion. • The Banner of Leadership grants you the Inspiring
Why not play/mod something else? Leader feat.
My group plays 5e predominantly, so it's easier to modify Who gets Darkvision?
a system we're already enjoying. This way, we can also
dip into all the other 5e homebrew lying around. This handbook only accounts for the races found in the
Plus, I enjoy doing this kind of thing. PHB and XgtE. If you're using a custom race and want to
know if it can have darkvision, answer these questions:
There are a lot of changes... • Is it from the Underdark?
There's a lot here, but you don't have to use it all at once • Does it have sunlight sensitivity?
—take whichever bits work best for your table and leave • Is it a cat?
the rest. Try introducing just a couple of features at a
time if you're unsure. If the answer to any of these is yes, your race is
Note: I've tried to write Darker Dungeons features to allowed to have darkvision as a racial trait.
be as modular as possible, but some
What are Usage Dice?
Random character generation? Some features use a mechanic known as Usage Dice
I find random character generation exciting—I like not (take from the Black Hack rpg). Whenever you use a
knowing what the character is until I've finished limited consumable (such as ammunition), you roll a
unwrapping it. There's no optimising or strategising, just usage die—if the roll is a 1 then the usage die shrinks
roll a complete person and try to keep them alive. one step. Once you roll a 1 on a d4, the item is fully
A fun by-product is that this ends up creating a much exhausted—remove it from your inventory.
wider variety of characters at the table, as it prevents
players falling into familiar tropes. Goliath barbarian? d20 → d12 → d10 → d8 → d6 → d4
Hmm. Goliath wizard? Now you have my attention.
But I might get bad stats... The larger the starting usage die, the more uses you'll
get out of an item before it expires. The Usage Dice table
Sure you might. But it's much more likely that you won't. below shows the average number of times you can roll a
Live a little—roll and play the hand you're dealt. If it's a usage die before it's used up.
bad hand, play smarter and go the distance.
Usage Dice
I hate random generation Starting Size Average Uses Starting Size Average Uses
If you hate the idea of random generation, absolutely
don't use it at your table. Or try randomising only small d20 30 d8 9
parts of character creation—race and class, for example, d12 20 d6 5
but not your ability scores. Your table, your rules. d10 14 d4 2

appendix c: faq
46
Why use Active Defence? Why use Active Initiative?
Instead of rolling attacks against the players, I like to let The Angry GM explains it far better than I could in his
players roll to defend because: Popcorn Initiative article, but the main benefits are:
1. I don't care about dice: I'm a lazy DM and I'm always 1. Better teamwork: Players can work together to chain
happy to shunt more responsibility onto the players their actions into big combo-attacks, using more
whenever possible. Players love to roll dice, so it's a elaborate tactics than they can do under standard
win/win for me. initiative tracking.
2. It's easy: There's no complicated math or any monster 2. Communication: Players talk more when they have a
changes whatsoever—just a static +22 modifier on the clear opportunity to work together.
DM's side. That's it. 3. More attentive players: Players aren't stuck waiting
3. It keeps players engaged: It makes players pay more for their turn to come up, they're actively watching for
attention to what's going on and keeps them engaged— opportunities to jump in and act.
they're not passively watching the DM roll five attacks, 4. It's easy: No dice or math—just say who goes next.
they're actively trying to avoid being hit. This ends up
being much more dramatic for everyone. Does this give players an advantage?
4. Improves player agency: It puts a character's fate in Yes, players have a slight edge because it's easier to
their own hands. If a character gets critically hit, I chain actions together. But that's a good thing—players
don't have to feel bad because they did the roll. should be rewarded for working together.
5. It's fast: It doesn't slow the round down and you can
quickly attack multiple characters at once. But when do I get my turn?
6. Players don't change any numbers: There's no need
to change any numbers on a character sheet—AC and You get your turn when you win the initiative, someone
spellcasting DC stay exactly the same. passes over to you, or you spend an initiative point to
interrupt someone.
Is the math correct?
I use a static +22 modifier and not the +11/-8 modifiers STR doesn't change inventory?
found in the original Unearthed Arcana article. This is Having a high strength means you can lift more, but it
because the UA article is wrong and actually makes the doesn't mean you can carry more—mules have very low
players far more likely to succeed in their attacks. strength, for example, and yet they carry tons of gear.
As an example, let's run through a scenario where The determining factor in inventory size is space, not
Clanda is attacking an orc using Acid Orb. Clanda has a strength—the bigger you are, the more space you have to
spellcasting DC of 13 and the orc has a Dexterity saving put stuff. It doesn't matter how strong you are if you don't
throw bonus of 1. actually have any space on your body to hold the item.
Traditionally: Why tie it to character size?
• The orc needs to roll 12 or more (45% chance) to save Firstly, it makes narrative sense—smaller creatures
against spellcasting DC 13. should carry fewer things. Secondly, it's thematic and
• Clanda's chance to succeed: 55%. helps make races a little more diverse—halflings should
With UA's +11/-8: rely more on mules and wagons, goliaths should be able
• The orc's saving throw becomes 12 (1 + 11). carry more given they're bigger than everyone else.
• Clanda's spellcasting DC becomes 5 (13 - 8).
• Clanda needs to roll 7 or more (70% chance) to hit a But now I can't carry everything...
saving throw of 12. Some character types will be more affected by the
• Clanda's chance to succeed: 70%. inventory changes than others—such as those wearing
heavy armor. This is by design. Armor is a choice—if you
With a static +22: choose to defend yourself with thick plate, you cannot
• The orc's saving throw becomes 23 (1 + 22). also be a pack-mule. Space is at a premium.
• Clanda's spellcasting DC remains 13. If your inventory's tight and you want to carry more
• Clanda needs to roll 10 or more (55% chance) to hit a stuff, there are ways of dealing with this:
saving throw of 23.
• Clanda's chance to succeed: 55%. • Get a hireling. A squire, an aide, a mule, a wagon—
there's always someone you can pay to carry your gear.
As we can see, the UA modifiers make Clanda 15% • Rely on your friends. They're travelling at your side,
more likely to succeed vs the RAW rules, whereas the so trust them to hold your stuff for you.
static +22 retains the same chance of success. • Find magical bags. Bags of Holding can boost your
inventory space substantially, so keep an eye out for
But I like to roll attacks... these exceptional items.
That's fine. If you prefer the traditional system, stick with • Accept it. No character can do everything, so work
it—I'm not going to come in and take away your DM dice. with what you've got.
chapter 10 appendix c: faq
47
Why do Long Rests take a week? How is a player supposed to X?
Changing long rests from 8 hours to a week is one of the My general approach when I DM is: "Here's a problem,
simplest—yet most effective—ways of changing the tone now how are you going to get out of?". I'm not trying to
of your game. come up solutions—that's the player's job. Otherwise,
what's the point of having players?
1. Fighters: Fighters are now much more valuable to a In my personal opinion, a DM should step back and let
party. Magic is rarer, so having a fighter around with players figure things out for themselves. You don't need
Second Wind is extremely useful. Fighters should be to hold their hand—players are smart, and they
great at fighting, and a week-long rest period helps outnumber you 5-to-1. There's always a way out, and
highlight this. players always figure it out.
2. Resources: Equipment is now much more important. For example, the equipment changes introduce a
Healing spells are rare—and casters can't change their problem: "Weapons degrade with use, so what are you
prepared spells quickly—so characters really need to going to do about it?". Possible solutions to that could be:
think about healing kits, potions, tools, supplies, etc.
3. Risk: Combat is now always a risk. Even the smallest • Fight less often or fight smarter.
fight has a chance of draining valuable supplies—hit • Carry backup weapons and gear.
dice, spell slots, food and water, etc. Combat has real • Repair your gear using tools, whetstones, and other
consequences that can't be instantly recovered after a maintenance equipment between fights.
single night's sleep. • Roll with Advantage to avoid critical failures.
4. Drama: Long-distance travel now has drama. • Find, buy, forge or temper better equipment that can
Characters need to plan ahead so that their resources resist X number of notches per long rest.
and spell-slots can last the whole trip, there and back • Hunt for mythical—possibly cursed—gear that never
again—you can't just burn through all your powerful degrades.
spells in one day, sleep outside the dungeon to recover,
then charge in fully-loaded. It's not an unwinnable or impossible problem, and the
5. Time: World-pacing is much more realistic. Being door is wide open for players to come up with their own
forced to spend a week recovering gives the world time solutions—it gives them agency, personal goals, and a
to react to what the characters are doing—NPCs and reason to work with teammates.
the world have an opportunity to change and develop.
6. Investment: Players become naturally invested in the What are the templates for?
world. When recovery is hard, players start to think The last page of the character sheet includes item
about the landscape—they'll hunt for shortcuts, chase templates and placeholders. These are things you can
rare teleportation circles, and spend time building cut out and stick on your inventory sheet to represent
strongholds out in the wilds so they have a place to actual items—as seen on Last Gasp Grimoire
rest without having to trek all the way back to town. This a very fun way of tracking items, and I highly
7. Rituals: Rituals are now important—when spell-slots recommend it.
are hard to recover, rituals are an extremely valuable
means of casting magic out in the wild without
burning important resources.
Contact Me
I highly recommend that, if you change only one thing Thanks for reading this! If you have any questions or
for your game, you change the long rest period. It's the feedback, you can DM me at /u/giffyglyph or @giffyglyph—
smallest change with the biggest impact. or, if you prefer, you can email me at [email protected].

chapter 10 appendix c: faq


48
Darker Dungeons: Quick Reference

Training p8 Wear & Tear p14 Active Initiative p17


Level Weeks Gold Level Weeks Gold Category Effect 1. Who goes first?: Decide who acts first, usually
1 — — 6 3 25 Weapon Gains a notch when you critically fail by rolling initiative—the highest roll goes first.
2 1 15 7 3 35 an attack. Each notch reduces the 2. Take turns: Take your turn. Once you've
damage die you roll by one step. finished your actions, you get to pick who
3 1 20 8 4 37
Armor Gains a notch when you are critically goes next. This can be anyone that hasn't
4 2 15 9 4 55
hit. Each notch reduces your total AC acted yet, friend or foe.
5 2 20 10 5 64 by 1. 3. End the round: Once everyone's acted, end
Focus Gains a notch when you critically fail the round and clear up any expired effects—
Inventory Space p10 to cast a spell while holding it. Each spells, powers, timers, etc.
You carry items in containers—bags, pouches, notch reduces your spellcasting 4. Start a new round: The last person to act gets
ability by 1. to decide who starts the new round—it can't
sheaths, etc. Each container has 3 slots and each
item occupies 1 or more slots. Item Gains a notch whenever appropriate be themselves unless they have no alternative.
—often when it takes direct damage
The bigger you are, the more containers you No delays: You cannot pass or delay once your
or is used in a failed skill check. Each
can carry. But bigger armor means less space and notch reduces effectiveness by 1. turn begins, but you can ready an action.
fewer containers. Interrupt: Before an enemy acts, you can
Item Quality p14 spend your inspiration to interrupt and take your
Inventory: Character Size p10 turn. At the end of your turn, control reverts back
Quality Description to whichever enemy was interrupted.
Size Containers Size Containers Pristine Never been notched. This item looks,
Tiny 3 Large 7 feels, and smells brand new.
Small 5 Huge 9 Worn Has had only one notch at a time. This
Social Interaction p19
Medium 6 Gargantuan 13 item has one main defect. When interacting with an NPC, the context of
Well- Has had two notches at one time. This your interaction determines which ability you are
Inventory: Armor p10 worn item shows heavy signs of use. using: smarts (intelligence), feelings (wisdom),
Scarred Has had four or more notches at one and presence (charisma).
Armor Containers Armor Containers time. This item looks shabby and in
None +0 Medium -2 • Intelligence: You're trying to be clever. Debate,
poor condition.
reason, negotiate, lie, manipulate, and wit.
Light -1 Heavy -3
• Wisdom: You're trying to soothe or connect
Ammunition p15 feelings. Rapport, empathise, calm, discretion,
Inventory: Item Sizes p10
Roll your Ammunition die whenever you take a judgement, and tact.
Size Slots Description shot: if you roll a 1, your ammunition die gets • Charisma: You're trying to be likeable or
Tiny 1/5 Smaller than a hand; Can hold one size smaller. dominating. Charm, bluff, banter, incite,
many in one hand. If you're down to one piece of ammunition command, and intimidate.
Small 1 Up to a handspan / 9 inches and you use it, that's it—it's gone.
long; Held comfortably with Replenish your ammunition to increase the Skill Checks p19
one hand. size of your die.
Skills are not tied to a single ability. You may add
Medium 2 Up to an arms-length / 2ft
long; Held with one hand. your skill bonus to any appropriate ability check.
Active Defence p16
Large 3 Longer than an arm; Requires
one or two hands to hold. The DM doesn't make attack rolls—instead, the Tools p19
players make defence rolls. Roll d20 + your AC vs
Add your proficiency bonus to any ability check
the monster's attack bonus + 22. If your defence
Container Categories p10 made with a proficient tool. If you are proficient
equals or beats the DC, your character avoids the
Type Description with both a tool and a skill, add your proficiency
attack. If you fail, the attack hits you.
Bag Holds any items. Needs a full turn and bonus and make your roll with advantage.
Advantage: If the attacker has advantage, you
two free hands to retrieve an item. have disadvantage on the defence roll—and vice
Pouch Holds medium, small, and tiny items. versa if they have disadvantage. Conditions p20
Needs a bonus action and a free hand Criticals: If the defence roll comes up as a Conditions track your physical state and can be
to retrieve an item. natural 1, the attack critically hits you. used by your DM to make life more complicated.
Belt Holds small and tiny items. Needs a There are six Conditions to track: health, light,
free action and a free hand to retrieve
an item. Degrees of Success p18 temperature, hunger, thirst, and fatigue.
Sheath Holds weapons and shields. Can draw a • Critical Success: You succeeded by 10 or
weapon with a free action. Can hold a more on a skill check, or rolled a natural 20 on Lighting p22
single shield, occupying 1 slot. an attack. Something great happens to you. Type Light Range Type Light Range
Quiver Stores arrows and quarrels. Can hang a • Success: You achieve your goal. Candle -1 5ft Lamp -3 20ft
single bow or crossbow from a quiver, • Minor Failure or Success at a Cost: You failed Torch -2 10ft Lantern -4 40ft
occupying 1 slot. by 1, 2, or 3. You can choose to succeed, but
something very bad also happens as a
Hunger, Thirst & Fatigue p22
Free Storage p12 consequence—negotiate with the DM.
• Failure: You failed by 4 or more. Time Hunger Thirst Fatigue
You can freely carry one ration box, one water-
• Critical Failure: You failed by 10 or more on a Dawn +1 +1 —
skin, and one purse. These don't occupy any
skill check, or rolled a natural 1 on an attack. Noon — — +1
direct inventory space.
Something awful happens to you. Dusk +1 +1 +1

darker dungeons: quick reference


Stamina Check p22 Affliction Removal p26 Reopened Wounds p31
d6 Result d20 Result d20 Effect
1-2 Gain +1 hunger 01 Critical Failure: You fail to cure your 01-04 The wound reopens & worsens
3-4 Gain +1 thirst Affliction and gain a new one. 05-08 The wound reopens
5-6 Gain +1 fatigue 02-09 Failure: Your Affliction remains. 09-20 The wound remains closed
10-19 Success: You cured your Affliction.
Stress p23 20 Critical Success: You clear yourself of Permanent Injuries p31
all Afflictions and Stress.
Stress is a measure of pressure on a character's d10 Injury d10 Injury
mental state—too much is unhealthy and can 1 Lose an arm 7 Lose your nose
lead to Afflictions and even death. Mental Breakdown p26
2 Lose a hand 8 Gain a bad scar
Snapping: When you take 100, 150, and 175 If you gain more than 3 Afflictions, you suffer a 3 Lose a leg 9 Gain an internal
points of Stress for the first time after a long rest, complete breakdown. The character can no injury
4 Lose a foot
you snap and develop a mental Affliction. longer be played—they retire, go insane, or die. 10 Lose half your
5 Lose an eye
Breaking Point: When you take 200 points of teeth
6 Lose an ear
Stress, you reach breaking point—if hit by a Magic Burnout p27
damaging attack, you die.
Roll your Burnout die whenever you cast a magic Death Saving Throw p31
Sanctuary: When you begin a long rest in a
spell: if you roll a 1, you trigger a burnout
sanctuary—village, town, city—your Stress is d20 Outcome
consequence and your burnout die also gets one
reduced to and capped at 75. 01 You fail two death saving throws.
size smaller. Recover from burnout by:
02-09 You fail one death saving throw.
Gaining Stress p23 • Spending a hit die: +1 burnout die size. 10-19 No change.
• Getting a good sleep: +1 burnout die size. 20 You regain 1 hit point and stabilise.
Category Stress Description
• Taking a long rest: reset burnout die to d12.
Minor +5 A small frustration or worry.
Moderate +10 You've made a critical error Making Camp p33
or put something at risk. Burnout Consequences p28
1. Appoint a lookout: This person is in charge of
Major +20 Something devastating to d100 Minor (SL 0) Moderate (SL 1-3) security and perception checks.
your character or beliefs. 01-45 +Minor Stress +Moderate Stress 2. Pick one primary activity: If you're not on
Monstrous +40 An incomprehensible thing. 46-70 +1 notch +2 notches lookout, you can do one primary activity.
71-80 +1 hunger +2 hunger 3. Sleep: Get some rest.
Relieving Stress p24 81-90 +1 thirst +2 thirst
Category Stress Description 91-00 +1 fatigue +2 fatigue Sleep Outcome p34
Minor -3 A small success or bit of d100 Major (SL 4-6) Monstrous (SL 7-9) Type Fatigue Stress
good news. Good -3 -12
01-45 +Major Stress +Monstrous Stress
Moderate -6 A critical success. Restless -1 0
46-70 +4 notches +8 notches
Major -12 You've beaten the odds and Broken -1 +10
71-80 +4 hunger +8 hunger
gained a significant victory.
81-90 +4 thirst +8 thirst
Majestic -24 You've achieved a long-term
character goal or done 91-00 +4 fatigue +8 fatigue Long Rest p35
something near impossible. A long rest requires a full week of downtime in a
Bloodied p30 sanctuary—village, town, or city. For each week:
Afflictions p26 You are bloodied when you are at 50% hp or 1. Sell loot: Trade in loot for GP and XP.
d100 Affliction Modifier lower. While bloodied, you must use a bandage 2. Choose lifestyle: Choose your quality of
01-07 Fearful -2 STR to spend any hit dice. lifestyle for the week.
08-14 Lethargic -2 DEX 3. Choose primary activity: Choose one primary
15-20 Masochistic -2 CON Wounds & Injuries p30 downtime activity and pay any relevant costs.
21-27 Irrational -2 INT When you fall to 0 hit points, roll to see how you 4. Hear rumors: While resting, your adventuring
28-34 Paranoid -2 WIS are wounded. Wounds apply a penalty to all party learns of three rumors.
35-41 Selfish -2 CHA ability checks and attacks of a particular type. 5. Perform secondary activities: You can do two
42-48 Panic -1 STR, -1 DEX Treatment: Treat a wound with first-aid small, secondary activities during your week.
knowledge and supplies to halve the penalty 6. Settle up: It's the end of the week—gain the
49-55 Hopelessness -1 DEX, -1 CHA
(rounding down). Treated wounds remain on your result of your primary activity and check to
56-61 Mania -1 CON, -1 WIS
character until they heal with time or magic. see if your wounds and Afflictions recover.
62-68 Anxiety -1 INT, -1 STR Settle any outstanding debts.
69-75 Hypochondria -1 WIS, -1 CON Critical Hits: When critically hit by an attack,
76-82 Narcissistic -1 CHA, -1 INT check each of your wounds: roll d20 - wound
penalty. Untreated wounds worsen automatically. The Journey Phase p37
83-85 Powerful +1 STR
Injuries: If you fall to 0 from a Violent attack, 1. Choose your destination: Pick a place.
86-88 Focused +1 DEX
roll for a permanent injury instead of a wound. 2. Choose your route: Decide on the path you'll
89-91 Stalwart +1 CON
take. Measure your route in days of travel.
92-94 Acute +1 INT
Lingering Wounds p30 3. Gather supplies: Collect together any supplies,
95-97 Perceptive +1 WIS
d6 Area Affects Penalty mounts, and equipment.
98-00 Courageous +1 CHA 4. Embark: Head out on your journey. Each day:
1 Arms/Legs STR -1 / -2 / -4 / -8
• Assign roles: Assign a guide, scout, forager,
2 Hands/Feet DEX -1 / -2 / -4 / -8
Curing Afflictions p26 and lookout. A character cannot share roles.
3 Torso CON -1 / -2 / -4 / -8
During a long rest, you can attempt to cure an • Travel: Travel through the six phases of the
4 Head INT -1 / -2 / -4 / -8 day: dawn, morning, noon, afternoon, dusk,
Affliction. Pay the cost and roll a d20. Some 5 Eyes/Ears WIS -1 / -2 / -4 / -8
downtime activities grant you advantage. and night.
6 Face CHA -1 / -2 / -4 / -8 5. Arrive: Reach your destination.

darker dungeons: quick reference


Chapter 11: Character Sheets

character sheets
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character sheets
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character sheets
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character sheets
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character sheets
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