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
- Kit-based Character Loadouts - Package and random-start comparison layer
- Reaction and Morale Procedures - Morale-focused modern variant compared against classic encounter-control procedures
- Foundational RPG Comparison Scaffold
- Old-School Essentials
- SoloDark
- The Black Hack