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Shadowdark RPG

Abstract

Shadowdark RPG is a complete fantasy adventure game by Kelsey Dionne (The Arcane Library, v4.8 Deluxe, 2023). Rules-light, unified d20+stat vs DC resolution, ascending AC, no legacy save categories. Core identity: speed, danger, darkness. A real torch burns for exactly one real-world hour — the tension mechanic. Ancestry + class character chassis. 5 tiers of spells with spellcasting checks (nat 1 = mishap or penance). Level cap 10 with talent roll customization. Strong OSR compatibility.


Character Creation

Stats: Roll 3d6 in order for STR, DEX, CON, INT, WIS, CHA. Optional reroll if no stat ≥ 14. Unified modifier table:

Score Mod Score Mod
1–3 −4 12–13 +1
4–5 −3 14–15 +2
6–7 −2 16–17 +3
8–9 −1 18+ +4
10–11 0

Entry levels: 0-level (classless, no ancestry benefit, 1d4 random gear) → first adventure → 1st level. 1st-level PCs receive 2d6 × 5 gp starting gold.

Background (d20): Urchin, Wanted, Cult Initiate, Thieves' Guild, Banished, Orphaned, Wizard's Apprentice, Jeweler, Herbalist, Barbarian, Mercenary, Sailor, Acolyte, Soldier, Ranger, Scout, Minstrel, Scholar, Noble, Chirurgeon.

Character naming: Dedicated 6-column d20 table (Dwarf, Elf, Goblin, Halfling, Half-Orc, Human) in character creation flow. Naming is designed as a one-roll, no-pause step.

Alignment: Lawful (order/fairness/"good of the whole"), Neutral (balance/nature/"must take its course"), Chaotic (destruction/ambition/"survival of the fittest"). Priest must match deity alignment.

Languages — Common: Common, Dwarvish, Elvish, Giant, Goblin, Merran, Orcish, Reptilian, Sylvan, Thanian. Rare: Celestial, Diabolic, Draconic, Primordial. Wizards gain 2 extra common + 2 extra rare languages.


Ancestry

Six ancestries, each with a passive trait:

Ancestry Languages Special Ability
Dwarf Common, Dwarvish Stout: +2 HP; roll HP with advantage each level
Elf Common, Elvish, Sylvan Farsight: +1 to ranged attacks OR +1 to spellcasting checks
Goblin Common, Goblin Keen Senses: cannot be surprised
Half-Orc Common, Orcish Mighty: +1 to melee attack rolls and damage
Halfling Common Stealthy: once/day become invisible for 3 rounds
Human Common + 1 Ambitious: +1 talent roll at 1st level

Classes

Four classes, independent of ancestry:

Class HD Key Stat Armor Weapons
Fighter d8 STR All armor + shields All weapons
Priest d6 WIS All armor + shields Club, crossbow, dagger, mace, longsword, staff, warhammer
Thief d4 DEX Leather, mithral chainmail Club, crossbow, dagger, shortbow, shortsword
Wizard d4 INT None Dagger, staff

Fighter

Hauler: Add positive CON mod to gear slot total. Weapon Mastery: Choose one weapon type — +1 attack and damage + half level (round down). Grit: Advantage on STR or DEX checks to resist opposing physical force.

Fighter Talent Table (2d6):

Roll Benefit
2 Gain a second Weapon Mastery
3–6 +1 to melee and ranged attacks
7–9 +2 to STR, DEX, or CON
10–11 +1 AC from chosen armor type
12 Choose any talent or +2 to any stat

Priest

Languages: Knows Celestial, Diabolic, or Primordial (one, per deity). Turn Undead: Free known spell; doesn't count toward spells known total. Undead ≤ Priest's level flee or are destroyed. Spellcasting: 1d20 + WIS vs DC 10 + spell tier.

Priest Spells Known by Level:

Level T1 T2 T3 T4 T5
1–2 2–3
3–4 3 1–2
5–6 3 2 1–2
7–8 3 3 2 1–2
9 3 3 2 2 1
10 3 3 3 2 2

Priest Talent Table (2d6):

Roll Benefit
2 Gain advantage on casting one known spell
3–6 +1 to attack rolls
7–9 +1 to spellcasting checks
10–11 +2 to STR or WIS
12 Choose any talent or +2 to any stat

Thief

Backstab: Extra weapon die damage (+ half-level additional dice) against unaware targets. Thievery: Advantage on climbing, sneaking/hiding, disguises, finding/disabling traps, delicate tasks (picking pockets, locks, etc.).

Thief Talent Table (2d6):

Roll Benefit
2 Gain advantage on initiative rolls
3–5 +1 backstab die
6–9 +2 to STR, DEX, or CHA
10–11 +1 to attack rolls
12 Choose any talent or +2 to any stat

Wizard

Learning Spells: Study scroll 1 day + DC 15 INT check; scroll consumed either way. Learned spells add to known total. Spellcasting: 1d20 + INT vs DC 10 + spell tier.

Wizard Spells Known by Level:

Level T1 T2 T3 T4 T5
1–2 3–4
3–4 4 1–2
5–6 4 2 1–2
7–8 4 3 2 1–2
9 4 4 3 2 1
10 4 4 4 2 2

Wizard Talent Table (2d6):

Roll Benefit
2 Create one random magic item
3–7 +2 to INT or +1 to spellcasting checks
8–9 Gain advantage on casting one known spell
10–11 Learn one extra spell of any tier you know
12 Choose any talent or +2 to any stat

Advancement

XP to advance = current level × 10. XP resets to 0 on level up. Max level: 10. Talent rolls occur at levels 1, 3, 5, 7, and 9. Duplicate talent results stack unless noted.

HP on level-up: Roll class die + CON mod (min 1). Dwarves roll with advantage.

Titles (by class / alignment / level band):

Fighter: Warrior→Veteran→Battlerider (L), Swordhand→Blademaster→Warlord (N), Ravager→Ravager→Destroyer (C).
Priest: Initiate→Cleric→Bishop (L), Adept→Invoker→Oracle (N), Cultist→Shaman→High Shaman (C).
Thief: Cutpurse→Filcher→Shadowblade (L), Pilferer→Scoundrel→Fence (N), Ruffian→Outlaw→Crimelord (C).
Wizard: Apprentice→Arcanist→Archmage (L), Hedge Mage→Warlock→Sage (N), Hex Mage→Witch→Dread Witch (C).


Deities

Deity AL Domain / Notes
Saint Terragnis L Honor, valor; patron of fighters
Madeera the Covenant L Law, order; the written cosmos
Gede N Feasts, revelry, death; cycles
Ord N Magic, balance; patron of wizards
Memnon C Fire, conquest, war
Ramlaat C The endless horde, destruction
Shune the Vile C Forbidden magic, poison, shadows
The Lost (×2) Names expunged from history

Core Resolution

Checks: d20 + stat mod vs DC. Standard DCs: Easy 9, Normal 12, Hard 15, Extreme 18.

Combat attacks: d20 + STR (melee) or DEX (ranged) + talent bonuses vs target AC.

Armor Class (ascending): 10 (unarmored). Modifiers from armor type:

Armor Cost Slots AC
Leather 10 gp 1 11 + DEX
Chainmail 60 gp 2 13 + DEX (disadv stealth/swim)
Plate mail 130 gp 3 15 (no swim, disadv stealth)
Shield 10 gp 1 +2
Mithral upgrade ×4 cost −1 slot Removes stealth/swim penalty

Combat

Sequence: (1) Surprise — surprised creatures miss one turn. (2) Initiative — everyone rolls d20 + DEX mod; highest goes first, turns move clockwise. Fixed initiative order (no re-roll each round). (3) Turn — one action + move near (~30 ft); can move near twice if no action taken.

Actions: Melee Attack (STR), Ranged Attack (DEX), Cast a Spell, Improvise (stat check), Multitask (small parallel tasks — stand up, activate item, quaff potion — no action cost).

Critical hit: Natural 20 → double weapon damage dice (or for spells, double one numerical effect).

Morale: DC 15 WIS check when side reduced to half numbers (or half HP for solo). Large groups use leader's modifier. Fail = flee.

Death: At 0 HP character is dying. Roll 1d4 + CON mod (min 1) — dies in that many rounds if not healed or stabilized. On each subsequent turn, that player rolls d20: nat 20 = rise with 1 HP. Stabilize: close range DC 15 INT check; stops dying (remains unconscious). Healed above 0 HP = wakes immediately.

Terrain: Target behind half-cover → disadvantage to attack. Fully behind terrain → untargetable. Difficult terrain → half movement speed. Falling → 1d6 damage per 10 ft.


Spellcasting

Cast: Action. DC = 10 + spell tier. Roll d20 + INT (Wizard) or WIS (Priest).

  • Success: Spell fires as described.
  • Natural 20: Double one numerical effect (persists on focus spells until next focus check).
  • Failure (non-nat 1): Spell unavailable until rest (Wizard); deity displeased (Priest, spell lost until penance + rest).
  • Natural 1 — Wizard: Spell unavailable until rest + roll Wizard Mishap for that tier.
  • Natural 1 — Priest: Deity revokes spell until penance completed + rest. Penance sacrifice value: T1=5 gp, T2=20 gp, T3=40 gp, T4=90 gp, T5=150 gp.

Focus spells: Check at start of each turn (same DC). Failure ends spell (no mishap). Nat 1 on focus check = standard critical failure consequences.

Scrolls: Consumed on any attempt. Crit fail triggers Mishap. Wands: Failure = unusable until rest; crit fail = wand destroyed + Mishap.

Wizard Mishap Tables (d12, roll by tier)

Tier 1–2: (1) Devastation, (2) Explosion — 1d8 dmg close area, (3) Refraction — random ally target, (4) Ally becomes target, (5) Mind wound — incapacitated 1 week, (6) Gear destroyed, (7) Spell worm enters spellbook, (8) Harmonic failure, (9) Darkness surrounds caster, (10) Screaming — attract attention, (11) Glowing purple — disadvantage on stealth, (12) Disadvantage on same tier spells for session.

Tier 3–4: (1) Devastation, (2) Blast radius — 2d6 dmg all near, (3) Duplicate refraction, (4) Random spell targets same creatures, (5–6) Two gear items destroyed, (7) Stat drained to 3, (8) Sinkhole 30 ft deep opens, (9) All limbs petrified 24h, (10) Stupefaction — lose all tier spells until rest, (11) Mad raving 1d10 rounds, (12) Radioactive 1d4 rounds.

Tier 5: (1) Devastation, (2) Pyroclastic — 3d8 dmg self+near, (3) Astral incision — forget one spell permanently, (4) Grimlow summoned, (5) Dark plasma — double damage 2d6 rounds, (6) Gate — portal opens, something arrives 1d4 rounds, (7) Runaway loop, (8) Arcane obstruction, (9) Mad raving 1d4 hours, (10) Ord's Balance — lose one magic item OR forget one T3+ spell, (11) Chain reaction, (12) Shred — tear in fabric of universe.


Spell Lists

Priest Spells

Tier Spells
1 Cure Wounds, Holy Weapon, Light, Protection From Evil, Shield of Faith, Turn Undead
2 Augury, Bless, Blind/Deafen, Cleansing Weapon, Smite, Zone of Truth
3 Command, Lay To Rest, Mass Cure, Rebuke Unholy, Restoration, Speak With Dead
4 Commune, Control Water, Flame Strike, Pillar of Salt, Regenerate, Wrath
5 Divine Vengeance, Dominion, Heal, Judgment, Plane Shift, Prophecy

Wizard Spells

Tier Spells
1 Alarm, Burning Hands, Charm Person, Detect Magic, Feather Fall, Floating Disk, Hold Portal, Light, Mage Armor, Magic Missile, Protection From Evil, Sleep
2 Acid Arrow, Alter Self, Detect Thoughts, Fixed Object, Hold Person, Invisibility, Knock, Levitate, Mirror Image, Misty Step, Silence, Web
3 Animate Dead, Dispel Magic, Fabricate, Fireball, Fly, Gaseous Form, Illusion, Lightning Bolt, Magic Circle, Protection From Energy, Sending, Speak With Dead
4 Arcane Eye, Cloudkill, Confusion, Control Water, Dimension Door, Divination, Passwall, Polymorph, Resilient Sphere, Stoneskin, Telekinesis, Wall of Force
5 Antimagic Shell, Create Undead, Disintegrate, Hold Monster, Plane Shift, Power Word Kill, Prismatic Orb, Scrying, Shapechange, Summon Extraplanar, Teleport, Wish

Crawling Procedures

Crawling rounds: Active when not in combat — exploring, talking, interacting. Each round the GM tracks light timers. All characters require light except darkness-adapted creatures. Any area outside a light source's illumination is total darkness.

Total darkness: Characters not darkness-adapted have disadvantage on tasks requiring sight. GM checks for a random encounter every crawling round.

Light sources: Most light sources last up to 1 real-world hour. When lighting multiple sources: either new source rides along on current timer, or extinguish old and start fresh. Campfire = 3 torches combined; immobile; lasts 8 hours; lights near distance.

Random encounters during crawling (roll d6; encounter on 1): - Unsafe: every 3 crawling rounds - Risky: every 2 crawling rounds - Deadly: every crawling round

Encounter distance (d6): 1 = close, 2–4 = near, 5–6 = far.

Encounter activity (2d6): 2–4 hunting, 5–6 eating, 7–8 building/nesting, 9–10 socializing, 11 guarding, 12 sleeping.

Reaction check (2d6 + CHA mod): 0–6 hostile, 7–8 suspicious, 9 neutral, 10–11 curious, 12+ friendly. Some creatures (undead) are always hostile. Treasure: 50% chance a random encounter creature has no treasure.

Movement during crawling: Near per crawling round as a group move. Climbing: STR or DEX check, fail by 5+ = fall. Swimming: half speed, CON check each round holding breath, fail = 1d6 dmg/round. Moving through enemies requires STR or DEX check.

Hiding/sneaking: DEX check (frequency/difficulty set by GM, may be secret). Detecting hidden creature: actively search + WIS check (or look in right place = automatic find). Creatures cannot hide while being observed.

Surprise: Undetected creature takes a free turn before initiative. Attack rolls against surprised targets have advantage.


Resting

Consume 1 ration + sleep 8 hours. Sleep may be interrupted for light/routine tasks. Stressful interruption (combat, etc.) → DC 12 CON check. Fail: consume ration but no rest benefit.

Success: Recover all lost HP; recover all temporary stat damage; recover spent spells/items. Optional Grinder Mode (hardcore): only 1 stat damage per stat recovered; HP = one class die roll only; spellcasters recover only 1d4 chosen spells.

Danger levels during rest: - Unsafe: random encounter check every 3 hours - Risky: every 2 hours - Deadly: every hour

Food and water: PCs can go 3 days without a ration. Each day after: 1 CON damage (death at 0). Forage: 1 ration per INT check.


Logistics and Encumbrance

Gear slots: Equal to STR stat or 10, whichever is higher. Fighter's Hauler talent adds positive CON mod to total. First backpack free, first 100 coins free. Most gear 1 slot; 2-slot weapons (greatsword, greataxe, bastard sword 2H); armor 1–3 slots.

Crawling Kit (7 gp, 7 slots): Backpack, flint + steel, 2 torches, 3 rations, 10 iron spikes, grappling hook, 60 ft rope.


Equipment

Weapons (15 types):

Weapon Dmg Properties
Bastard sword 1d8 / 1d10 Versatile, 2 slots
Club 1d4
Crossbow 1d6 2H, Loading (one attack/turn)
Dagger 1d4 Finesse, Thrown (close/near)
Greataxe 1d8 / 1d10 Versatile, 2 slots
Greatsword 1d12 2H, 2 slots
Javelin 1d4 Thrown (close/far)
Longbow 1d8 2H, Far range
Longsword 1d8 Close
Mace 1d6 Close
Shortbow 1d4 2H, Far range
Shortsword 1d6 Close
Spear 1d6 Thrown (close/near)
Staff 1d4 2H, Close
Warhammer 1d10 2H, Close

Properties: Finesse (use STR or DEX), Thrown, Versatile (one-handed or two-handed damage), Loading (one attack per round regardless of number of attacks).


Overland Travel

Hex size: 6 miles.

Method Time per Hex
Walking 4 hours
Mounted 2 hours
Sailing 1 hour
Difficult terrain ×2 normal
Arduous terrain 8 hours

Daily max: 8 hours. CON checks to push beyond. Navigation: exit each unknown hex → navigator INT check, fail = random adjacent hex.

Random encounters during overland travel: check by hours (Unsafe: every 3h, Risky: every 2h, Deadly: every 1h).


Awarding XP

XP sources: Gold and gems, oaths/secrets/blessings, magic items, meaningful trophies/tokens, clever thinking (award 1 XP for ingenious actions).

Treasure quality:

Quality XP Examples
Poor 0 Bag of silver, used dagger, knucklebone dice
Normal 1 Bag of gold, gem, fine armor, magic scroll
Fabulous 3 Magic sword, giant diamond, mithral chainmail
Legendary 10 The Staff of Ord, a djinni's wish, a dragon hoard

Each PC receives the full XP value of each treasure found. Per find, typical total gold value: 20 gp (LV 0–3), 50 gp (LV 4–6), 80 gp (LV 7–9).


Carousing

Spend gold in social debauchery to earn XP. Each participant rolls 1d8 + event bonus.

Carousing Events:

Cost Event Bonus
30 gp Worthy night of drinking +0
100 gp Full day+night of revelry and gambling +1
300 gp Two days crawling dozens of taverns +2
600 gp Three-day voyage into finest food/drink/gambling +3
900 gp Hazy weeklong bender +4
1,200 gp Ten-day fête taking over a town/district +5
1,800 gp Two weeks of legendary debauchery, whole city +6

Carousing Outcomes (1d8 + bonus):

Roll Outcome Benefit
1 Wake up in bed Gain 2 XP
2 Locked in stocks 1d4 days, fined 20% wealth for arson Gain 2 XP
3 Gutter, 15% wealth spent Gain 3 XP
4 Donated 10% wealth to glib priest Gain 3 XP + priest ally
5 Fined 10% wealth for tavern brawl Gain 3 XP + barred from tavern
6 Thieves' Guild bilked you 5% wealth Gain 4 XP
7 Led tavern in insulting song about a noble Gain 4 XP + bard ally
8 Survived blindfolded knife-throwing unscathed Gain 4 XP + luck token
9 Beat rival crawler in a test of skill Gain 5 XP + NPC ally or enemy
10 Angry wizard's deadly spell reflected off your cup Gain 5 XP + luck token
11 Humiliating prank on corrupt merchant Gain 5 XP + City Watch ally
12 Defeated noble in drinking contest Gain 5 XP + debt owed by noble
13 Ill-advised heist inside feared sorcerer's tower Gain 6 XP + treasure table 80–100
14+ Wake in ruler's stronghold holding priceless heirloom; footsteps approach Gain 6 XP + treasure table 90–100 (if you escape)

Downtime

Between adventures: one downtime activity. Options: Carousing (gold → XP), Learning (new skill from capable instructor; may take multiple sessions), plus other referee-defined activities.


Monsters

Stat block format: Name, LV (level), AC, HP (avg listed; calculated as LV×d8 + CON mod), ATK (attack bonus + damage), MV (movement), AL (alignment), special abilities.

HP: Roll LV d8s + CON mod (min 1 total). Attack bonus: Based on relevant stat mod; rarely exceeds LV. Movement: Near by default; special modes (fly, swim, burrow) noted.

Damage by level tier: - LV 0–3: d4 or d6; 1–2 attacks - LV 4–6: d6 or d8; 2–3 attacks - LV 7–9: d8 or d10; 3–4 attacks - LV 10+: Legendary/magical; multiple attacks

Combat roles: Mook (low AC/HP/dmg, swarmy), Soldier (mid-range all), Striker (high dmg/atk, low HP/AC), Tank (high HP/AC), Controller (environment-altering), Legendary (high everything).

Monster levels by treasure tier: - LV 0–3: Poor or Normal treasure. Novice challenge. - LV 4–6: Normal treasure. Experienced challenge. - LV 7–9: Normal or Fabulous treasure. Expert challenge. - LV 10+: Fabulous or Legendary treasure. Supreme challenge.

Monster spellcasting: Treat as PC spellcasting. INT/CHA nat 1 → Wizard Mishap. WIS nat 1 → penance. Tier = DC − 10. All non-humanoid monsters are dark-adapted (ignore total darkness penalties).

Morale: DC 15 WIS check when reduced to half numbers or half HP (solo). Large groups use leader's modifier.

Encounter balance guideline (1:1 table): Average combat difficulty = one monster per PC whose combined LV equals roughly 3× average party level. Example: four 4th-level PCs → ~12 total LV of monsters.

Monster Generator (d20)

d20 Combat (ATK bonus/LV) Quality Strength Weakness
1 PL −3 Beastlike +1 attack Cold
2 PL −3 Avian Absorbs magic Greed
3 PL −2 Amphibious Swarm Light
4 PL −2 Demonic 1d10 damage Salt
5 PL −1 Arachnid Poison sting Vanity
6 PL −1 Ooze Confusing gaze Mirrors
7 PL Insectoid Eats metal Electricity
8 PL Draconic Ranged attacks Fragile body
9 PL Plantlike Highly intelligent Sunlight
10 PL Elephantine Crushing grasp Silver
11 PL Undead Psychic blast Fire
12 PL Crystalline Stealthy Food
13 PL Humanoid Petrifying gaze Acid
14 PL +1 Angelic 1d12 damage Garlic
15 PL +1 Spectral Impersonation Iron
16 PL +2 Stonecarved Blinding aura Water
17 PL +2 Serpentine Turns invisible Its True Name
18 PL +3 Elemental 2d6 damage Loud sounds
19 PL +3 Piscine Swallows whole Holy water
20 PL +4 Reptilian +2 attacks Music

(PL = average party level. Monster AC = PL + 10. Monster deals 1d8 dmg, 1d4 attacks.)

Monster Mutations (d12, up to 3 rolls; treat mutated monster as 2 LV higher for treasure)

d12 Mutation 1 Mutation 2 Mutation 3
1 Shapechanger Double damage Speaks Common
2 Fins and gills Breathes fire Knows 1d4 spells
3 Insulating fur Fast healing Telepathic
4 Ironlike scales +1 attack Toxic spores
5 Extra limbs +2 AC Sonic blasts
6 Tentacles +2 levels Can teleport in bursts
7 Boneless +1d6 damage Paralytic touch
8 Gigantic Life-draining touch Genius intellect
9 Flings spikes Very fast Antimagic field
10 Two heads Reflects spells Blood-draining bite
11 Burrows Electrified weapon Has swamp fever
12 Wings Acidic saliva Blessed by a god

Traps

Characters who actively search an area automatically find traps. Thieves and trained characters can describe how they disable/circumvent traps; success on reasonable method + time. Under time pressure, GM may call for a stat check.

Trap table (d12):

d12 Trap Trigger Damage/Effect
1 Crossbow Tripwire 1d6
2 Hail of needles Pressure plate 1d6 / sleep
3 Toxic gas Opening a door 1d6 / paralyze
4 Barbed net Switch or button 1d6 / blind
5 Rolling boulder False step on stairs 2d8
6 Slicing blade Closing a door 2d8 / sleep
7 Spiked pit Breaking a light beam 2d8 / paralyze
8 Javelin Pulling a lever 2d8 / confuse
9 Magical glyph A word is spoken 3d10
10 Blast of fire Hook on a thread 3d10 / paralyze
11 Falling block Removing an object 3d10 / unconscious
12 Cursed statue Casting a spell 3d10 / petrify

GM Content

Random encounter tables: 25+ terrain/location types (Arctic, Artisan District, Castle District, Cave, Deep Tunnels, Desert, Forest, Grassland, High District, Jungle, Low District, Market, Mountain, Ocean, River/Coast, Ruins, Slums, Swamp, Tavern, Temple District, Tomb, University District, and more).

Something Happens! (d100): 100-entry proactive complication table for injecting events mid-session.

Rumors (d100): 100-entry table of hooks, whispers, and leads.

Rival Crawlers (d12): Competing adventurer party generator (name, archetype, goal).

NPCs: Name + appearance + mannerism + secret = memorable NPC.

NPC naming modes: - NPC Names by Ancestry table (d20 by ancestry), explicitly non-overlapping with PC Character Names table. - NPC Names by Syllable table (prefix + mid + optional third + suffix) for synthetic names when ancestry lists feel too familiar.

World naming support: GM toolkit also includes settlement naming and site naming tables for fast world-facing labels.

Treasure tables: By level tier (LV 0–3, 4–6, 7–9, 10+), Mundane Items, Boons.

Magic Item tables: Armor, Potions, Scrolls/Wands, Utility, Weapons — by tier.

Light Mishaps (d6): Dud (light goes out), Fire (flares, 1 dmg + DC 18 DEX or drop), Air (DC 15 DEX or flames out), Water (DC 15 DEX or flames out), Earth (DC 12 DEX to protect), Spark (catches 1d4 flammable objects within close).


Optional Modes

Mode Rule
Blitz Light timers last 30 minutes instead of 1 hour
Chaos Reroll initiative every combat round
Deadly Death timer = always 1; DC 18 INT to stabilize
Fatality Characters die instantly at 0 HP
Grinder Rest recovers only 1 stat dmg per stat, HP = one HD roll; spellcasters choose 1d4 spells to regain
Hunter Defeated monsters grant XP = half their level (round down)
Momentum Advantage on checks to repeat a just-failed action; damage dice explode (roll maximum → roll again, add, no cap)
Pulp No max luck tokens; start each session with 1d4 luck tokens; spend to crit, take extra action, or force GM to reroll

Named Tables and Locators

Table Location
Stat modifier table p. 15
Background (d20) Character Creation, p. 34
Ancestry abilities Character Creation, p. 18–23
Gear Slots rule Gear, p. 35
Armor table Gear, p. 36
Weapons table (15 entries) Gear, p. 37
Basic Gear / Crawling Kit Gear, p. 35
Character Names (6 × d20) Character Names, p. 38
NPC Names by Ancestry GM chapter, p. 128
NPC Names by Syllable GM chapter, p. 129
Settlement Name table GM chapter, p. 133
Adventuring Site Name table GM chapter
Level Advancement / Talent schedule p. 39
Fighter Talents (2d6) Fighter class
Priest Talents (2d6) Priest class
Thief Talents (2d6) Thief class
Wizard Talents (2d6) Wizard class
Priest Spells Known by tier/level Priest class
Wizard Spells Known by tier/level Wizard class
Wizard Mishap tables (3 tier brackets, d12 each) Magic, p. 46
Priest Spell List (T1–T5) Magic
Wizard Spell List (T1–T5) Magic
DC difficulty table Making Checks, p. 81
Crawling Rounds procedures Crawling, p. 83
Light Mishaps (d6) GM chapter, p. 110
Random Encounter check cadence p. 112
Encounter distance (d6) p. 112
Encounter activity (2d6) p. 112
Reaction Check (2d6 + CHA) p. 113
Trap table (d12) p. 114
Hazard table (d12 × 3 columns) p. 115
Death Timer mechanic Combat, p. 89
Morale check (DC 15 WIS) Combat, p. 89
XP for Treasure Quality table Awarding XP, p. 117
Something Happens! (d100) p. 118–119
Rumors (d100) p. 120–121
Overland Travel (hex crossing by method) p. 90
Random Encounter tables (25+ terrain types) pp. 128–189
Carousing Event table Downtime, p. 92
Carousing Outcome table (d8 + bonus) Downtime, p. 93
Monster Generator (d20) Monsters, p. 190
Monster Mutations (d12 × 3) Monsters, p. 191
Treasure tables (by tier) Treasure section
Magic Item tables (by category) Magic Items section
Optional Modes (8 variants) Modes of Play, p. 111

See Also