Giffyglyphs Darker Dungeons v1 4
Giffyglyphs Darker Dungeons v1 4
Giffyglyphs Darker Dungeons v1 4
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
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.
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
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
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
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
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
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
10
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)
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.
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.
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
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).
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.
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
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
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.
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.
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
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.
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
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
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.
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.
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].
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