New 5e
New 5e
DARKER DUNGEONS
G
' D D
toolkit you can use to help add a little grit and
danger to your D&D 5e games.
How to get Started
Rather than focus on new content (classes, It's easy to start using Giffyglyph's Darker Dungeons in
monsters, spells, etc), this supplement expands the your D&D 5e game—just follow these 5 simple steps:
underlying mechanics of 5e with some brand new
systems to let you customise your game in whatever 1. Pick the features: Decide which rules to include in
fashion you like. If players are tearing through your your game. If you're modifying an already-active game,
dungeons and monsters without fear, this toolkit might trying adding just one or two features at a time so
help to put some bite back into your adventures. players aren't too overwhelmed.
2. Talk with your players: Tell your players what you'll
be doing and why. Some of features in this
Themes supplement change the default 5e experience, so you
should make sure that all players are aware of what
There are 7 major themes that this supplement tries to you're changing and be comfortable with it.
address with a variety of new features and mechanics: 3. Experiment: You might find some features don't fit
with your particular game or setting after all. That's
1. Attrition: Everything breaks, eventually. Characters ok, not every rule works for everyone—swap features
gain wounds, lose limbs, and go mad from stress, in and out as best suits your table, or change rules to
while gear becomes chipped, damaged, and broken. create your own custom variant.
2. Inventory: A restricted inventory is an interesting 4. Have fun: Start playing. Enjoy your game!
inventory. Carrying just the right item can mean the 5. Feedback: If you have a notable experience using this
difference between life and death—so choose wisely. supplement in your game, I'd love to hear about it.
3. Survival: Everyone needs to eat, drink, and sleep. Constructive feedback is greatly appreciated, so let
Basic survival is a core theme of many adventures me know how it worked out at your table. Thanks!
where starvation and exhaustion are a genuine threat.
4. Time: It takes a long time to achieve something Every Table is Different
significant. The world evolves as weeks, months, and
years pass by. Downtime is an important part of life. Giffyglyph's Darker Dungeons is a modular ruleset—tweak,
5. Travel: The wilds are dark and dangerous, and long- replace, and cut out any bits you want. Don't like random
distance travel is a core part of the adventure. character generation? Ignore it. Prefer your own initiative
6. Wealth: Gold is important and everyone wants it. system? Keep it. Think inventory is too limited? Extend it.
Wealth is the key to power—or at the very least, the These rules are written as I would run a game, but every
key to a life of comfort. table is different. Take whichever rules you think are good for
7. Agency: Players drive the game forward—their your own game, leave the rest aside, and have fun.
actions, choices, and consequences determine what ~ Giffyglyph 2019
happens throughout the game.
patreon.com/giffyglyph | /r/darkerdungeons5e setting up
3
• Mortal Injuries: Add mortal injuries to make players
Modes of Play fear falling to 0 hit points from your big bads.
• Rest & Downtime: Add a more realistic time scale to
This supplement contains many features and tweaks, your game by making a long rest take 1 whole week.
and not all are equal—some impact the game and tone • Stress & Afflictions: Track the mental well-being of
more drastically than others. characters and any potential breakdowns.
For convenience, the rules have been grouped into • Survival Conditions: Track the physical state of
three broad modes of play: Radiant, Dark, and Astral. characters to highlight resources like food and water.
Pick and choose the features that are the right fit for • Training: Make characters pay gold and train with a
your own game and start playing. mentor if they wish to level up.
• Wear & Tear: Track equipment damage and allow
Mode 1. Radiant characters to repair and temper their gear.
These features can be dropped into almost any 5e game Mode 3. Astral
without any significant tonal changes. These introduce
small tweaks and changes with a focus on immersion These features change core parts of the vanilla 5e
and non-combat activities. experience. Use these if you want to modify some of the
underlying mechanics of your game.
• Ammunition Dice: Track ammunition using abstract
terms and ammunition dice instead of per-arrow. • Active Defence: Replace monster attack rolls with
• Assistance: Allow characters to assist each other player defence rolls to make your players feel more
with passive bonuses and prevent characters rerolling active and engaged during combat.
for multiple tries at the same task. • Active Initiative: Allow players to choose who acts
• Cheat Fate: Allow characters to escape certain death next for more dynamic combat by replacing turn-
with rare and elusive fate points. based initiative with active initiative.
• Degrees of Success: Add a success-at-a-cost option • Active XP: Reward players with XP for finding
for characters to make failed rolls more interesting. treasure and bringing it back to town.
• Inventory Space: Add a slot-based inventory system • Feature and Spell Changes: Change some character
that focuses on item size and placement, not weight. features, skills, and spells to modify power levels to
• Knowledge Checks: As the DM, roll character better support low power gameplay.
knowledge checks in secret to provide misinformation • Intelligent Initiative: Switch initiative to use INT
and misleads if they fail. instead of DEX to make intelligence more significant.
• Long-distance Journeys: Make long-distance travel • Race & Class Changes: Tweak your races and classes
more interesting with a Journey phase and travelling with a variety of small updates for some improved
responsibilities. balance and to better support the other modules in
• Open Skill Checks: Decouple skills from abilities, this supplement.
allowing any skill to be used with any relevant ability • Random Character Generation: Create characters
modifier for variety. randomly using a d100 and random tables.
• Potions, Flasks, & Oils: Add new consumables for • Rookie Characters: Create classless rookie
players to find and buy on their adventures. characters for a low-powered, dangerous adventure.
• Social Interaction: Allow Intelligence and Wisdom to
be used appropriately in social situations, allowing
non-Charisma characters to contribute more. A DM wants to make a small tweak to their existing
• Tools: Make tools and proficiencies more valuable by campaign and just replace the vanilla inventory system.
granting additional bonuses. They choose the Inventory module with the Quickslot
variant—later switching to the Containers variant once
Mode 2. Dark everyone becomes more comfortable.
These features make combat more dangerous and life A second DM wants to make long-distance travel
generally harder for characters. Use these to darken the more involving in their game, and chooses the Journey
tone of your game or put more strain on resources. Phase module. They also add in Survival Conditions to
highlight the need for food and water. Later in the
• Dangerous Magic: Make magic a bigger risk for your game, the DM references the Deadly Disease module
casters with magical burnout and consequences.
• Deadly Disease: Make sickness and plague a serious when the party ends up in a foul, rat-infested sewer.
threat with escalating diseases and contagion checks. A third DM is creating a brand new Lovecraftian-
• Death Saving Throws: Make death a bigger risk with themed campaign in the "West Marches" style. After
persistent death saving throw failures. talking it over with their group, they opt to use the
• Item Quality: Track the quality of items, affecting entire ruleset. After a few sessions, the DM decides
their value and how they are treated by NPCs.
• Lingering Wounds: Add persistent wounds to ensure they miss rolling dice for monster attacks—they drop
falling to 0 hit points has a lasting impact. Active Defence and return to the vanilla mechanics.
1 Character Creation p6
p6
Options for randomised 1st-level characters.
Character Creation
B
Races are not weighted equally, so some—such as
uncharted wilds, you'll need a character. D&D 5e human—will be more common than others. The exact
characters are heroes, capable of great feats even breakdown of this may depend on your campaign setting.
at 1st-level—but we don't always get to choose who Some races have additional choices to make—
or what we are in life. Sometimes, we just have to roll ancestry, proficiencies, languages, etc. Pick these at
the dice and see what happens. random using the tables listed in Appendix A (p88).
This chapter introduces support for randomised
characters and a variety of optional creation dials to help Subrace
customise your game. If your race also requires you to choose a subrace, roll on
the Character Subraces table to determine the result.
Random Characters Character Subrace
With randomised characters, your core details are Race d100 Subrace d100 Subrace
determined randomly by a d100. This can result in some
unusual characters, but that's ok—flaws are fun. Aasimar 01-33 Fallen 68-00 Scourge
— —
To create a new and randomly-generated 1st-level 34-67 Protector
character, take a d100 and follow these six simple steps. Dwarf 01-45 Hill 91-00 Duergar
46-90 Mountain — —
You gain the proficiencies and languages from your Step 4. Ability Scores
background, but you do not gain any equipment or—
importantly—any special background features. Now you've defined who your character is, it's time to see
If your background has additional choices to make— how capable they are. Follow the five steps below and
tool proficiencies, specialties, languages, businesses, etc randomly generate your ability scores:
—then pick these at random.
1. Roll: Roll 3d6 six times, once for each of your
Characteristics attributes in order: Strength, Dexterity, Constitution,
Once you know your background, randomly select a trait, Intelligence, Wisdom, and finally Charisma.
ideal, bond, and flaw from the characteristics tables. 2. Reroll: Reroll one attribute of your choice and pick
the best result.
Step 3. Class 3. Swap: After your reroll, you may then make one swap
of any two attributes.
Now you know what your character used to be, it's time 4. Racials: Apply your racial bonuses as per normal.
to see what they have become. Roll on the Character 5. Modifiers: Finally, calculate your Ability Modifiers.
Class table below to determine your initial class.
Ability Scores and Modifiers
Character Class
Score Modifier Score Modifier Score Modifier
d100 Class d100 Class d100 Class 01 -5 08-09 -1 16-17 +3
01-08 Barbarian 41-48 Monk 81-88 Warlock
02-03 -4 10-11 +0 18-19 +4
09-16 Bard 49-56 Paladin 89-96 Wizard
04-05 -3 12-13 +1 20-21 +5
17-24 Cleric 57-64 Ranger 97-00 Choose
06-07 -2 14-15 +2 22-23 +6
25-32 Druid 65-72 Rogue — —
33-40 Fighter 73-80 Sorcerer — — Your character may have an unusual ability array, but
that's ok. Learn how to make the best use of your
You gain the features, skills and proficiencies of your strengths while protecting your weak spots.
class, but you do not gain any equipment from it.
Some classes require additional choices to be made— 3d6 Average Array
skills, tools, languages—so generate these randomly,
rerolling any duplicates. If you are a spellcaster, don't roll Rolling 3d6 as described here should create an average
for your spells—you may choose your starting cantrips ability array in the region of [13, 11, 11, 11, 10, 10].
and spells manually as per usual for your class.
patreon.com/giffyglyph | /r/darkerdungeons5e chapter 1: character creation
7
Viridian, a tiefling bard, is generating his ability scores:
Racial Variations
These descriptions may mean very different things
1. He rolls 3d6 six times to generate a basic array: depending on your race, so bear that in mind—a very short
[STR 14, DEX 13, CON 9, INT 8, WIS 10, CHA 5]. elf is very short by elf standards, while a large halfling family
is large by halfling standards.
2. CHA 5 isn't good, especially for a bard, so he makes
one reroll: CHA 15—much better.
3. Viridian then has a difficult choice to make: he Memories
doesn't want high STR, but does he swap it with Roll on this table to generate a significant memory. For
CON or INT? Does he risk being frail or stupid? He each memory, name a unique NPC, faction, or place—
chooses INT (a bard needs a decent vocabulary),
either create your own to add something new into the
world, or use existing lore to help anchor your character
swapping it with STR to make [STR 8, INT 14]. to the campaign setting.
4. Viridian then adds his racial modifiers: +1 INT and
+2 CHA to make [INT 15, CHA 17]. Character Memories
5. Finally, he calculates his total Ability Modifiers.
d100 Memory Description
STR DEX CON INT WIS CHA
01-20 Achievement A goal you helped complete
8 (-1) 13 (+1) 9 (-1) 15 (+2) 10 (0) 17 (+3)
21-40 Conflict Someone opposed you
Viridian is quick-witted and a skilled charmer with a 41-60 Friendship A close bond forged or tested
sly, lyrical flair. He hates any sort of manual labor and, 61-80 Loss Something precious was taken
while he loves a good drink, gets drunk very quickly. 81-00 Love A love gained or lost
Step 5. Character Details The older you are, the more significant memories you
have—young adult (1), early middle-age (2), late middle-
Now you've established the outline of who your character age (3), old (4), and very old (5).
is, you can start to flesh out some more personal details.
Motivation
Appearance & Family Roll to see what your character's primary motivation in
Use the tables below to determine the basic outlines of life is. This may explain why they became an adventurer,
your age, appearance, distinguishing feature, and family how they react to situations, or what their general goal
background. You can decide the exact details yourself, or is. You can choose exactly how this motivation manifests
discover them organically during gameplay. in your character's actions.
Character Details Character Motivation
d100 Age d100 Height d100 Motivation Description
01-39 Young adult 01-05 Very short 01-06 Achievement To become the best
40-74 Early middle-age 06-30 Short 07-12 Acquisition To obtain possessions or wealth
75-91 Late middle-age 31-70 Average 13-18 Balance To bring all things into harmony
92-97 Old 71-95 Tall 19-24 Beneficence To protect, heal, and mend
98-00 Very old 96-00 Very tall 25-30 Creation To build or make new
d100 Weight d100 Feature 31-36 Discovery To explore, uncover, and pioneer
01-05 Very thin 01-20 Scar 37-42 Education To inform, teach, or train
06-30 Thin 21-40 Tattoo 43-48 Hedonism To enjoy all things sensuous
31-70 Average 41-60 Piercing 49-54 Liberation To free the self and/or others
71-95 Fat 61-80 Birthmark 55-60 Nobility To be virtuous, honest, and brave
96-00 Very fat 81-00 Accent 61-66 Order To organize and reduce chaos
d100 Family d100 Raised By 67-73 Play To have fun, to enjoy life
01-05 None 01-40 Natural Parent(s) 74-79 Power To control and lead others
06-30 Small 41-60 Close Family 80-85 Recognition To gain approval, status, or fame
31-70 Average 61-70 Adopted Parent(s) 86-91 Service To follow a person or group
71-95 Large 71-90 An institution 92-97 Understanding To seek knowledge or wisdom
96-00 Disowned 91-00 Yourself 98-00 Choose —
Rookie Characters
I
-
powered adventure—or explore a time before your
characters became notable heroes—use level 0
Creating a Rookie
characters. These rookies have not yet mastered a Creating a new rookie character is easy: simply roll for a
class, relying entirely on their race, background, and wits race, a background, a saving throw, and your ability
to survive. scores—that's it, you're done. Rookies don't gain a class
This chapter introduces rules to create and use rookie until they survive an adventure—or gain 150 XP—and
characters in your adventures. reach 1st-level.
You gain all the skills, proficiencies, equipment, and
wealth of your race and background combined—
Gavil hid, heart pounding, as the town burned. He excluding the background feature. Roll for your
couldn't fight goblins—he was just a butcher! But then characteristics and any other character details.
he heard the girls screaming. Gavil grabbed his cleaver Your starting hit points, hit die, and armor/weapon
tight and charged out into the street... proficiencies are determined by your background—check
the Rookie Details table below for full details.
Rookie Details
Background Hit Hit Proficiency Armor Weapon Variant:
Points Die Bonus Proficiencies Proficiencies Starting Cantrips
Acolyte 3 + CON 1d4 +2 — Simple 2 cleric or warlock
Charlatan 4 + CON 1d6 +2 Light Simple 1 bard or sorcerer
Criminal 4 + CON 1d6 +2 Light, Medium Simple —
Entertainer 4 + CON 1d6 +2 Light Simple 1 bard or wizard
Folk Hero 4 + CON 1d6 +2 Light Simple, Martial —
Guild Artisan 3 + CON 1d6 +2 Light Simple 1 cleric or wizard
Hermit 3 + CON 1d4 +2 — Simple 2 druid or wizard
Noble 4 + CON 1d6 +2 Light, Medium Simple, Martial —
Outlander 4 + CON 1d6 +2 Light Simple, Martial 1 cleric or druid
Sage 3 + CON 1d4 +2 — Simple 2 sorcerer or wizard
Sailor 5 + CON 1d8 +2 Light, Medium Simple —
Soldier 6 + CON 1d10 +2 All Armor, Shields Simple, Martial —
Urchin 3 + CON 1d4 +2 — Simple 2 sorcerer or warlock
DM: You strike the mage fiercely, but he still stands. Necromage Level 0 Controller
Ulryn: Can I stun him as part of that attack? Medium humanoid Standard (25 XP)
DM: I don't know—is that your destiny? Armor Class 12 Attack Bonus +2
Ulryn: I think Ulryn's master taught her many ways to Hit Points 16 (8) Damage 1
incapacitate a man without killing him (offers a point). Speed 30 ft Spell DCs 10, 7
DM: The mage staggers back, momentarily stunned, Str Dex Con Int Wis Cha
as your fist slams into his jaw (takes the destiny point). +1 −1 +2 +3 +0 +1
You can only use one destiny point per turn. You can't use Saving Throws Int +3, Con/Str +1, Cha/Wis/Dex −1
the same power more than once, so vary your heroics. Skills Initiative +2, Perception +1, Stealth +1
Feature Changes
These common changes apply to all character types. For 30 ft around you, you can see in dim light as if it
Pick the modifiers that are suitable for your game and let
your players know which changes they should expect. were bright light. You cannot see in darkness.
Background Features For 30 ft around you, you can see in dim light as if it
You do not gain any feature automatically from your were bright light and in darkness as if it were dim
background—such as Discovery or Ship's Passage. light. You can't discern color in darkness, only shades
You can try to emulate these effects in-game, however, of grey. Beyond 30 ft, you cannot see in darkness.
by making the appropriate checks during downtime and
your roleplaying scenes.
Sunlight Sensitivity
Outlander: Wanderer If your new character has the Sunlight Sensitivity racial
If you want to keep background features in your game, trait, you may choose to remove it by either:
apply this change to the Wanderer feature.
You have advantage on Survival checks to guide, a. Removing your native Darkvision racial trait entirely
navigate, or forage in a favoured terrain—choose one of so that you have only normal vision.
the following: arctic, coast, desert, forest, grassland, b. Replacing your native Superior Darkvision racial trait
mountain, swamp, or Underdark. with Low-light Vision (instead of Darkvision as above).
chapter 3: feature changes patreon.com/giffyglyph | /r/darkerdungeons5e
14
Darkvision Powers
Viridian spent much of his youth nose-deep in poetry.
If you gain Darkvision from sources other than your race— As a tiefling, his primary language is Infernal. With INT
magic spells, magic items, class features, etc—use the above
+2, he is able to speak, read, and write in three
definition of the trait but extend the range to whatever is
specified by the new source (60 ft, 120 ft, etc). languages: Infernal, Common, and Elven.
Chansi, meanwhile, never had much time for books.
Racial Changes
R
' .
These racial features have been amended for
balance and to better support survival mechanics.
Halfling
Lucky: After you use Lucky, you can't use it again until
you complete a short or long rest or you roll a natural 20
Dragonborn on an attack roll, ability check, or saving throw.
Breath Weapon: You may use your breath weapon as a
bonus action instead of a full action. Alternatively, if you
can attack multiple times during the Attack action, you
Lizardfolk
may use your breath weapon as one of these attacks. Hungry Jaws: Replace your existing Hungry Jaws ability
After you use your Breath Weapon, you can't use it with the following trait.
again until you complete a short or long rest.
Hungry Jaws
Race (Lizardfolk), Trait
Kiris, a 5th-level dragonborn fighter, can attack twice
with her Attack action thanks to Extra Attack. In one As a bonus action, or as one attack during an Attack
action, she makes one attack with her sword and then action, you can make a bite attack against a living,
—as a second attack—unleashes her breath weapon. blooded creature. If the attack hits, it deals normal
damage and you gain temporary hit points equal to the
damage dealt. The damage increases to 2d6 + STR at
Human 6th level, 3d6 + STR at 11th level, and 4d6 + STR at
16th level.
Human Determination: If you are a non-variant human,
you gain the Human Determination racial trait. After you use Hungry Jaws, you can't use it again
until you complete a short or long rest.
Human Determination
Race (Human), Trait
Yuan-ti Pureblood
You are filled with determination. If you fail an attack
Magic Resistance: You have advantage on all
roll, ability check, or saving throw, you can reroll one Intelligence, Wisdom, and Charisma saving throws
d20. You must keep the new result. against magic.
After you use Human Determination, you can't use Poison Resistance: (Replaces Poison Immunity) You
it again until you complete a short or long rest. have advantage on saving throws against poison, and you
have resistance against poison damage.
chapter 4: racial changes patreon.com/giffyglyph | /r/darkerdungeons5e
16
5
Class Changes
8 Ammunition p28
p28
Track your arrows and bolts with ammunition die.
9 Potions p29
p29
Drink magic consumables for magical effects.
10 Flasks p31
p31
Store multiple potions in small, handy flasks.
11 Oils p33
p33
Enhance your gear with magical oils.
6
Inventory Space
I
, Character Armor
right gear at the right time can make all the
difference between life and death. Great emphasis is Armor Slots Armor Slots
placed on your inventory—what you carry and where None — Medium -6
you carry it are important things to keep track of.
This chapter introduces new systems to help track Light -3 Heavy -9
and manage your inventory easily.
Valiant, a human cleric, is a medium-sized creature (18
Slot-based Inventory slots) with +2 STR (+2 slots) wearing heavy armor (-9
slots). He can carry 11 slots of additional gear.
Inventory is managed using item slots, not item weight. Crackle, a kobold wizard, is a small creature (15
These abstract slots represent the combined storage slots) with -1 STR (-1 slot) and no armor. She can carry
capacity of your bags/belts/weapon sheaths/etc—the
more item slots you have, the more items you can carry. up to 14 slots worth of equipment.
Weapons
Name Damage Cost Size Name Damage Cost Size
Battleaxe 1d8 slashing 10 gp L, 3 Longsword 1d8 slashing 15 gp L, 3
Blowgun 1 piercing 10 gp S, 1 Mace 1d6 bludgeoning 5 gp M, 2
Club 1d4 bludgeoning 1 sp M, 2 Maul 2d6 bludgeoning 10 gp L, 3
Crossbow, Hand 1d6 piercing 75 gp S, 1 Morningstar 1d8 piercing 15 gp M, 2
Crossbow, Light 1d8 piercing 25 gp M, 2 Net — 1 gp S, 1
Crossbow, Heavy 1d10 piercing 50 gp L, 3 Pike 1d10 piercing 5 gp L, 3
Dagger 1d4 piercing 2 gp S, 1 Quarterstaff 1d6 bludgeoning 2 sp L, 3
Dart 1d4 piercing 5 cp T, 0.2 Rapier 1d8 piercing 25 gp M, 2
Flail 1d8 bludgeoning 10 gp M, 2 Scimitar 1d6 slashing 25 gp M, 2
Glaive 1d10 slashing 20 gp L, 3 Shortbow 1d6 piercing 25 gp M, 2
Greataxe 1d12 slashing 30 gp L, 3 Shortsword 1d6 piercing 10 gp M, 2
Greatclub 1d8 bludgeoning 2 sp L, 3 Sickle 1d4 slashing 1 gp S, 1
Greatsword 2d6 slashing 50 gp L, 3 Sling 1d4 bludgeoning 1 sp S, 1
Halberd 1d10 slashing 20 gp L, 3 Spear 1d6 piercing 1 gp L, 3
Handaxe 1d6 slashing 5 gp M, 2 Trident 1d6 piercing 5 gp L, 3
Javelin (5) 1d6 piercing 5 sp L, 3 War Pick 1d8 piercing 5 gp M, 2
Lance 1d12 piercing 10 gp L, 3 Warhammer 1d8 bludgeoning 15 gp L, 3
Light Hammer 1d4 bludgeoning 2 gp S, 1 Whip 1d4 slashing 2 gp S, 1
Longbow 1d8 piercing 50 gp L, 3 — — — —
Containers can be broadly separated into 4 categories. — Worn (3) Studded Leather (45 gp, 3 slots)
When creating your inventory containers, assign a — Ration Box Basic Ration (5)
category to each—you can mix and match categories — Waterskin Clean Water (5)
however you like, or rename them to something more
fitting to your character (purse, bandolier, backpack, etc). — Purse 31 gp (31 coins)
Some containers can only hold items of a particular
size, or require more time to retrieve an item—so pick The armor was costly, but it's saved Chansi's life on more
the right containers to suit your needs. than one occasion—well worth the price, and there's
always work for a talented ranger nowadays.
• Bag: A bag holds items of any size. You can draw an
item from a bag with a full action. Vikan, Goliath Sorcerer
• Belt: A belt can hold only small and tiny items. You Vikan, a goliath sorcerer with -1 STR, can carry up to 20
can draw an item from a belt with a free action. item slots thanks to his Powerful Build—he might smash
• Sheath: A sheath holds weapons and shields. You can his head on a few ceilings, but being big does have its
draw an item from a sheath with a free action. advantages. Rolling 6, he starts with 60 gp.
• Quiver: A quiver stores bows, crossbows, arrows, As a sorcerer, Vikan eshews armor—it gets in the way
quarrels, and javelins. You can draw an item from a of his raw arcane energies. He carries a quarterstaff for
quiver with a free action. some basic defence and a crossbow for hunting.
long rest, providing they have access to basic supplies 4 Bag (8) Painter's Supplies (10 gp, 2 slots)
and commodities via a village, town, or city. Blanket (5 sp, 1 slot)
Bedroll (1 gp, 2 slots)
— Ration Box Basic Ration (5)
While in town, Viridian swaps out a 6-slot bag for a 4-
— Waterskin Clean Water (5)
slot bag and 2-slot belt to hold his healing potions.
— Purse 1 gp, 8 sp (9 coins)
Equipping Characters A keen painter, Vikan carries painting supplies with him
To demonstrate how containers work, here are two new to capture inspirational scenes out in the wild. His art
characters who—after buying equipment—divide up their isn't going to win any awards just yet, but Vikan paints
item slots into appropriate containers. for the love of the craft and not the reward.
chapter 6: inventory space patreon.com/giffyglyph | /r/darkerdungeons5e
24
7
E
, .I '
hard to keep your gear in good shape out in the Weapons
wilds—swords chip, staves break, and armor Weapons—both melee and ranged—gain a notch when
dents. Nothing stays in perfect condition forever— you critically fail an attack with them.
especially given the rigors of day-to-day adventuring. Each weapon notch reduces by one step the damage
Keep a good whetstone in your pack and a sharp sword die you roll with that weapon (to a minimum of 1):
in your hand to survive the dangers ahead.
This chapter introduces rules to help track wear and
tear on your items, how damage affects your gear, and 1d12 → 1d10 → 1d8 → 1d6 → 1d4 → 1
how to repair and temper your equipment to prevent
future damage. Some weapons roll multiple die for their damage—for
example, greatswords rolling 2d6. In these cases, each
notch reduces just one die at at time:
Item Degradation
Items degrade with use, losing condition until they 2d6 → 1d6 + 1d4 → 2d4 → 1d4 + 1 → 2 → 1
become useless. This is measured with notches—the
more notches an item has, the more it has degraded. A weapon's damage cannot go below 1, but it can still
Items gain notches through damage and critical gain additional notches. These must be repaired as
failures, and must be repaired or otherwise restored normal to restore the weapon's damage dice.
using the correct skills, tools, and expertise to function
properly again. Spellcasting Focus
A spellcasting focus—such as a bard's instrument or a
Damaging Items cleric's symbol—gains a notch when you critically fail a
spellcasting action whilst wielding it.
Any object that can suffer damage can become notched, Each notch reduces your total spellcasting ability by 1
reducing its functionality and quality—through scratches, in any spellcasting action involving that focus—keep it in
chips, dents, and cracks. good condition to keep from future failures.
Objects generally fall into one of four categories:
weapons, armor, magic foci, and miscellaneous items. Magic Failures
Armor Magic is wild and dangerous if not handled carefully. If you
Armor gains a notch when you are critically hit by an roll a critical fail while spellcasting and are not holding a
attack. Each armor notch reduces your total AC by 1. spellcasting focus at the time, the power strikes out—a
If you are not wearing any armor and are critically hit random item in your inventory gains a new notch.
by an attack, select a random item in your inventory— If you hold a focus—whether it was used during the spell
that item gains a new notch instead. or not—it attracts the power and gains the notch instead.
Item Fragility
You can't use Mending to restore a weapon or armor you
Fragility Description Maximum have sacrificed—that gear is far too ruined for your
Notches simple cantrip to have any effect on.
Delicate Thin glass, ceramics, 1
complicated or tiny machinery
Sturdy Wood, metal, well-made goods 10 Tempering Gear
Indestructible Thick stone, strong metals 100+ With the right skills and the right materials, you can
make your gear more resistant to wear and tear. This is
DM: That's a critical failure on your spell attack,
called tempering and it reduces the number of notches
your equipment takes from critical failures.
Clanda. Take a notch of damage.
Clanda: Damn, not holding my focus. That means
my... (rolls for a random item) delicate potion of
Temper Qualities
healing takes a second notch. Oh dear. When you temper an item, you strengthen the material
DM: Oh dear indeed. Your arcane power hits the
so that it can withstand more punishment and remain
effective for longer—a tempered sword becomes harder
already-chipped glass potion bottle—it shatters inside to chip, and tempered armor harder to crack. The better
your bag, spilling the liquid everywhere. the temper, the stronger your equipment.
Clanda: ... There are three grades of temper, each more exclusive
and expensive than the last: pure, royal, and astral.
Sacrificing Weapons and Armor
Tempering Gear
When you hit with an attack, you can shatter your
weapon to roll its original un-notched damage die. Quality Rarity Critical Failure
Decide this before you roll your damage. — Common Gains 1 notch
Likewise, you can sacrifice your armor when hit by an
attack to reduce the damage taken by 3d4 for light Pure Temper Uncommon Gains ½ (0.5) notch
armor, 3d8 for medium armor, and 3d12 for heavy armor Royal Temper Rare Gains ¼ (0.25) notch
—it falls apart irreparably in the process. You can decide
this after damage is dealt. Astral Temper Mythic Gains ⅛ (0.125) notch
Craftsmen
It's relatively straightforward to find someone who can Restoring Items
apply a pure temper (for a price, of course), but royal or Item quality can be restored by an appropriate crafts-
astral tempering is extremely rare—you'll need to search man. This usually requires 1 week per grade, though
far and wide for such legendary craftsmen. rare or delicate items may take longer.
Rare Materials
Item Restoration
Rare and unique equipment may require special
materials for tempering—ore from ancient mines, red Quality Cost
dragon scales, gems from a slaad's brain. Recovering Worn to Pristine 50%
these components may be an adventure in itself.
Well-Worn to Worn 30%
Ammunition
S
quiver.
of some kind—arrows, darts, stones, bolts, bullets,
etc. But in the heat of battle, it's not always clear
exactly how much ammo you have left in your
Average Uses per Die Size
Die Size Remaining
Uses (Average)
Die Size Remaining
Uses (Average)
d20 30 d8 9
This chapter introduces ammunition dice as a means
of tracking ammunition supplies. d12 20 d6 5
d10 14 d4 2
Potions
M
— ' Drinking Potions
you breathe, the food you eat, and the liquids
you drink. Through carefully preparation, this Drinking a potion requires you to spend a bonus action.
magic can be harnessed to create powerful Alternatively, to feed a potion to someone else, you must
consumables that help—or hinder—your adventures. spend an action. You must have at least one free hand to
This chapter introduces some changes to consumable perform either of these actions.
potions and how to interact with them.
Variant: Toxicity
If you want to make drinking potions more of a risk in
Magical Potions your campaign, consider using this Toxicity variant.
You may drink one potion per long rest without issue.
A potion is a magically-infused liquid that, when For every additional potion, you risk suffering toxicity—
consumed, can bestow an effect on your character— after you consume the potion, roll a d6 on the Potion
restoring health, damage resistance, strength, etc. Toxicity table below to see if you suffer any side-effect.
Potions can vary greatly in appearance, texture, and
taste depending on their recipe and maker—roll on the Potion Toxicity
tables below to randomly generate your potion details.
d6 Side-effect
Potion Description 1 Gain a level of exhaustion.
2-4 Lose a hit die, or gain a level of exhaustion if you have
d12 Texture Color Taste/Smell
no remaining hit die.
1 Thin Blue Citris
5-6 No side-effect.
2 Thick Red Sweet
3
4
Bubbly
Fizzy
Yellow
Silver
Sour
Bitter
Identifying Potions
Not all magic potions look alike—even a simple healing
5 Jelly Gold Salty
potion can vary wildly in appearance depending on who
6 Chunky Purple Savoury made it and which recipe was used.
7 Watery Orange Spicy During a short rest, you can attempt to identify any
8 Oily Green Foul
unidentified potions by making an Arcana knowledge
check with an alchemist's kit—one per potion. Base the
9 Slimy Brown Delicious DC against each potion's rarity.
10 Crunchy Black Sickening Success: You learn the true name of the potion.
11 Chewy White Tangy Fail: You know if the potion is at least safe to drink.
Critical Fail (10 or more): You (unknowingly) learn a
12 Moving Teal Familiar
false or misleading name of the potion.
patreon.com/giffyglyph | /r/darkerdungeons5e chapter 9: potions
29
Potion Identification DC
Viridian is a 3rd-level Bard / 1st-level Fighter, with 3d8
Rarity DC Rarity DC Rarity DC and 1d10 hit dice. When he drinks a lesser healing
Common 10 Rare 20 Legendary 30 potion, he uses his most common hit die size—d8.
Uncommon 15 Very rare 25 — —
You can learn the true name of any potion using the This cold, black potion tastes strongly of old coffee
Identify spell (or similar magics). and sour milk. It fizzes when shaken.
You may ignore some exhaustion for one hour
Potion of Healing when you drink this potion—the better the quality, the
more exhaustion you can ignore. When the potion
Healing potions are an adventurer's best friend, bringing wears off, your exhaustion returns.
many a hero back from the brink of certain death.
When you drink a healing potion, don't roll a d4— Qualities
instead, roll the same die as your largest hit die. If you
don't have a hit die value for any reason, roll a d4. Type Rarity Effect (1 hour) Cost
Lesser Common −1 exhaustion 50 gp
Potion of Healing Greater Uncommon −2 exhaustion 150 gp
Item, Potion, Consumable
Superior Rare −4 exhaustion 450 gp
This red potion feels strangely warm to the touch. It Supreme Very rare Ignore all exhaustion 1,350 gp
tastes of cinnamon and orange.
You recover some hit points when you drink this
potion—the better the quality, the more hit points Chansi is suffering from two levels of exhaustion,
you are able to restore. causing disadvantage on ability checks and halving her
speed—not good when being chased by dire wolves.
Qualities As a bonus action, she drinks a lesser stamina
potion. For the next hour, she can ignore one level of
Type Rarity Recovery Cost
exhaustion—her total exhaustion drops from 2 to 1,
Lesser Common 2 [hit die] + 2 50 gp
removing the half-speed penalty. She can now—just
Greater Uncommon 4 [hit die] + 4 150 gp
barely—keep ahead of the howling wolves.
Superior Rare 6 [hit die] + 8 450 gp When the potion wears off after one hour, her total
Supreme Very rare 8 [hit die] + 16 1,350 gp level of exhaustion goes back up to 2.
Flasks
P
' , The Flask Die
it's not always sensible—or realistic—to carry a few
dozen potions at once. When you need to carry a Instead of tracking individual drinks, flask quantity is
lot of potion in a little container, use a flask. measured with a die—d8, d10, d12, etc. This is your
This chapter introduces potion flasks and rules on Flask die—roll it whenever you take a drink from the
how to use them in your campaign. flask: if you roll a 1 or 2, the die gets one size smaller:
A flask is a small, magically-infused bottle (or other Once you roll a 1 or 2 on a d4, that's it—the flask is now
container) that can safely hold a large—but uncertain— completely empty until you can find a way to refill it.
amount of consumable potion (or other liquid).
Unlike potions, which typically come in single-use
vials, it's always hard to tell exactly how much liquid DM: The wizard's lightning bolt hits you for 11
remains inside a flask—you never quite know how many points of damage, Clanda. What do you do?
uses you'll get before it's all gone. Clanda: Damn it, I'm bloodied. Can't risk another hit
like that—I'll take a drink from my flask of healing as a
Flask Appearance bonus action and get... 7 hit points back.
d12 Material Color Style/Design DM: Great, now roll your flask die.
1 Fragile Glass Blue Human Clanda: Flask quantity is d4, so I roll a d4 and get...
2 Reinforced Glass Red Dwarven (rolls 1) damn—looks like that was the last of the flask.
3 Wood Yellow Elven
4 Porcelain Silver Orcish Average Uses & Costs
5 Bone Gold Draconic
Quantity Remaining Uses Cost to Buy
6 Clay Purple Undead (Average)
7 Leather Orange Celestial d20 30 22 x [base potion cost]
8 Stone Green Aberrant d12 20 15 x [base potion cost]
9 Resin Brown Elemental d10 14 10 x [base potion cost]
10 Metal Black Fiendish d8 9 6 x [base potion cost]
11 Dragonscale White Gnomish d6 5 3 x [base potion cost]
12 Plant Teal Monstrous d4 2 1 x [base potion cost]
Oils
B
,
to research your enemy. Discover their strengths
and weaknesses, and exploit their vulnerabilities
Creating Oils
as best you can to ensure success—with the right If you are proficient with both Arcana and an alchemist's
equipment, even the mightiest monsters can be slain. kit, you can attempt to create an oil during a long rest.
This chapter introduces magical oils and ways you The main component of a magical oil is gemstone
can use them to enhance your weapons and armor. dust—you need an amount of dust equal to 80% of the
value of the oil you wish to create. Each oil draws its
power from a different type of gemstone:
Magical Oils
Oil Components
Oils are magically-infused ointments that can coat
weapons and armor to produce a temporary magical Oil Dust Oil Dust
effect—resistances, additional damage, etc. Oils last for Accuracy Pearl Nightmares Amethyst
one hour, proving an effect until they naturally evaporate
or are otherwise cleaned off. A coated weapon or armor Blessing Diamond Power Garnet
counts as magical for the duration of the effect. Corruption Emerald Resilience Aquamarine
Decay Onyx Speed Jet
In the Spiteful Halls, Krazak fights the dangerous Flame Energy Topaz Spite Peridot
King—a fire elemental vulnerable to cold damage. Flameheart Ruby Thunderstrike Alexandrite
Luckily, Krazak came prepared. The dwarf spends a
Frost Sapphire — —
bonus action to pour some Oil of Frost over his
greataxe. As the oil coats the weapon, it gains the cold
Once you have your gemstone dust, you must make an
damage type. Intelligence (Arcana) check using your alchemist's kit to
see if you successfully create the oil—the DC depends on
Applying an Oil the rarity of the intended oil: uncommon (DC 10), rare
(DC 15), or very rare (20). If you fail, the components are
You can spend a bonus action to apply an oil to a lost in the attempt.
weapon, piece of armor, or stack of ammunition within
reach. You must have at least one free hand to do this.
You cannot apply an oil to anything held by an unwilling, During a long rest, Clanda wants to create some Oil of
conscious target. Decay. After buying 120 gp of onyx dust, she rolls a
An item—whether weapon, armor, or ammunition— DC 10 Intelligence (Arcana) check with her alchemist's
can only benefit from one oil at a time. When you apply kit to try and prepare the uncommon oil.
an oil, it replaces any currently active oil on the item.
patreon.com/giffyglyph | /r/darkerdungeons5e chapter 11: oils
33
Elemental Oils
Name Effect on Weapons Effect on Armor Rarity Cost
Oil of Blessing Deal Radiant damage Gain Necrotic resistance (50%) Uncommon 150 gp
Oil of Blessing (Greater) Deal Radiant damage +1 Gain Necrotic resistance (75%) Rare 600 gp
Oil of Blessing (Superior) Deal Radiant damage +1d4 Gain Necrotic immunity Very rare 2,400 gp
Oil of Corruption Deal Poison damage Gain Acid resistance (50%) Uncommon 150 gp
Oil of Corruption (Greater) Deal Poison damage +1 Gain Acid resistance (75%) Rare 600 gp
Oil of Corruption (Superior) Deal Poison damage +1d4 Gain Acid immunity Very rare 2,400 gp
Oil of Decay Deal Necrotic damage Gain Radiant resistance (50%) Uncommon 150 gp
Oil of Decay (Greater) Deal Necrotic damage +1 Gain Radiant resistance (75%) Rare 600 gp
Oil of Decay (Superior) Deal Necrotic damage +1d4 Gain Radiant immunity Very rare 2,400 gp
Oil of Energy Deal Lightning damage Gain Thunder resistance (50%) Uncommon 150 gp
Oil of Energy (Greater) Deal Lightning damage +1 Gain Thunder resistance (75%) Rare 600 gp
Oil of Energy (Superior) Deal Lightning damage +1d4 Gain Thunder immunity Very rare 2,400 gp
Oil of Flameheart Deal Fire damage Gain Cold resistance (50%) Uncommon 150 gp
Oil of Flameheart (Greater) Deal Fire damage +1 Gain Cold resistance (75%) Rare 600 gp
Oil of Flameheart (Superior) Deal Fire damage +1d4 Gain Cold immunity Very rare 2,400 gp
Oil of Frost Deal Cold damage Gain Fire resistance (50%) Uncommon 150 gp
Oil of Frost (Greater) Deal Cold damage +1 Gain Fire resistance (75%) Rare 600 gp
Oil of Frost (Superior) Deal Cold damage +1d4 Gain Fire immunity Very rare 2,400 gp
Oil of Nightmares Deal Psychic damage Gain Force resistance (50%) Uncommon 150 gp
Oil of Nightmares (Greater) Deal Psychic damage +1 Gain Force resistance (75%) Rare 600 gp
Oil of Nightmares (Superior) Deal Psychic damage +1d4 Gain Force immunity Very rare 2,400 gp
Oil of Resilience Deal Force damage Gain Psychic resistance (50%) Uncommon 150 gp
Oil of Resilience (Greater) Deal Force damage +1 Gain Psychic resistance (75%) Rare 600 gp
Oil of Resilience (Superior) Deal Force damage +1d4 Gain Psychic immunity Very rare 2,400 gp
Oil of Spite Deal Acid damage Gain Poison resistance (50%) Uncommon 150 gp
Oil of Spite (Greater) Deal Acid damage +1 Gain Poison resistance (75%) Rare 600 gp
Oil of Spite (Superior) Deal Acid damage +1d4 Gain Poison immunity Very rare 2,400 gp
Oil of Thunderstrike Deal Thunder damage Gain Lightning resistance (50%) Uncommon 150 gp
Oil of Thunderstrike (Greater) Deal Thunder damage +1 Gain Lightning resistance (75%) Rare 600 gp
Oil of Thunderstrike (Superior) Deal Thunder damage +1d4 Gain Lightning immunity Very rare 2,400 gp
Enhancement Oils
Name Effect on Weapons Effect on Armor Rarity Cost
Oil of Accuracy Gain +1 to hit Gain +1 AC Uncommon 150 gp
Oil of Accuracy (Greater) Gain +2 to hit Gain +2 AC Rare 600 gp
Oil of Accuracy (Superior) Gain +3 to hit Gain +3 AC Very rare 2,400 gp
Oil of Power Deal +1 damage Reduce damage taken by 1 (min. 1) Uncommon 150 gp
Oil of Power (Greater) Deal +2 damage Reduce damage taken by 2 (min. 1) Rare 600 gp
Oil of Power (Superior) Deal +3 damage Reduce damage taken by 3 (min. 1) Very rare 2,400 gp
Oil of Speed Gain +1 opportunity attack per round Increase max speed by +5 ft Uncommon 150 gp
Oil of Speed (Greater) Gain +2 opportunity attacks per round Increase max speed by +10 ft Rare 600 gp
Oil of Speed (Superior) Gain +3 opportunity attacks per round Increase max speed by +20 ft Very rare 2,400 gp
16 Active XP p44
p44
Gain experience by recovering lost treasures.
Taking Action
I
' .Y
rickety bridge? Climb the crumbling wall? Kick down
the old door? Great, now make a roll to see if you
Social Interaction
succeed. There is more to social interaction than just charisma—
This chapter sets out some changes to rolling intelligence and wisdom are just as important, and each
mechanics with untyped skill bonuses, broader social has their own role to play in conversation.
interaction, and other minor additions. When interacting with an NPC, the context of your
action determines which ability you are using: smarts
(intelligence), feelings (wisdom), or presence (charisma).
Open Skills • Intelligence: You're trying to be clever. Debate,
With Open Skills, your skills are no longer tied to a reason, negotiate, lie, manipulate, wit, and threaten.
single ability—instead, you may apply your skill bonus to • Wisdom: You're trying to soothe or connect feelings.
any ability check that feels appropriate. Rapport, empathise, calm, discretion, and tact.
When you are taking an action, try to consider which • Charisma: You're trying to be likeable or dominating.
ability and skill pairing is the best fit for your situation. Charm, bluff, banter, incite, command, and intimidate.
You may only use one ability and one skill per check.
Here we see Clanda, sitting with her friends in a village
tavern, overhear an ill-informed farmer.
DM: Valiant, a guard blocks the door with his spear.
"You ain't going in there," he says bluntly.
Valiant: Do I recognise the guard? DM: The farmer says "I 'eard that if yous eat a frog on
DM: No, but you do recognise the symbol on his a full moon, yous get to jump high like a frog".
necklace—the scales of Kelemvor, Lord of the Dead. Clanda: This stupid peasant. "There is no way that is
Valiant: He follows my god? Perfect. "Not often I true," I tell him. Angrily.
meet one of His agents," I say, showing my necklace DM: "Yea it is, I 'eard it from those boys over at the
and symbol. "How long have you served Him?" Grange farm. The moon magic turns you into one o'
DM: The guard smiles at you. "Oh since I were a boy. them lick-oh-tropes." The farmer is resolute in his
My old man was a gravedigger—knew the rites, taught belief—it's going to be very hard to change his mind.
me the words. Done right by me so far, has the Lord." Clanda: Hold my beer, guys—I'm going to talk some
Valiant: I'll ask a few more questions, talk a little faith brains back into this fool. Ok farm boy, let's start off
—see if I can get this guy on my side and let me pass. with some basic pronounciation...
DM: if you're trying to get him to like you, that'll be a DM: Ok, roll a DC 25 Intelligence check. As you're
DC 15 Charisma check. You can add Religion to that. attempting to change his mind, add Persuasion.
Active Defence
I
, ' Example of Play
around waiting to be hit by the enemy—they take
defence into their own hands by dodging, blocking, Here we see Valiant, Sarien, and Clanda being attacked
and parrying attacks. Don't sit and watch your enemy by three orcs. Where the DM would normally be rolling
throw an attack—roll to see how well you avoid it. attack rolls for the monster, the players make defence
This chapter introduces defence rolls and saving rolls to avoid the incoming attacks.
attacks, putting defence back into player control.
DM: The three orcs rush forward, rage in their eyes.
Defence Rolls Two of them hack at you with their greataxes, Valiant,
while the third stabs at Sarien with a javelin.
Whenever the DM would normally make an attack roll
against a player character, that player instead makes a Valiant: I raise my shield to block. What's the DC?
defence roll to see if they can avoid the attack—dodge, DM: DC 27 (22 + orc attack bonus (+5)).
duck, dip, dive, and dodge your way to success. Valiant: Here goes... (rolls 30 (13 + AC 17)) I bash
Roll a d20 and add your full AC—this your defence the first attack aside with my shield, and... (rolls 22)
roll. The opposing DC is 22 plus the attacker's normal damn, I get caught by the second.
attack bonus. DM: The second axe catches your arm painfully—
take 9 points of damage.
Defence Roll: d20 + your AC Valiant: That hurts—a bad cut.
DC: attacker's attack bonus + 22 Sarien: I've got your back, Valiant. Let me just dodge
this javelin first... (rolls natural 1) oh that's bad.
If your defence roll equals or beats the DC, you
successfully avoid the attack. If you fail, the attack hits. DM: You stumble right into the path of the javelin,
If your attacker has advantage on their attack, you Sarien, which stabs you right in the shoulder. Take 12
instead apply disadvantage to your defence roll—and vice points of damage.
versa if your attacker has disadvantage. Valiant: Great job, Sarien, good dodge there.
Sarien: On my next turn, I throttle Valiant.
Criticals
If your defence roll comes up as a natural 1, it's a critical Static Damage
fail—you are critically hit by the attack. Roll a natural 20
and it's a critical success—you defend with style. Instead of rolling for damage, anything controlled by the DM
If your attacker would normally score a critical hit on —NPCs, monsters, traps, environmental effects—may deal
a roll of 19 or 20, then the attack is a critical hit on a 1 or static damage according to its average value. If the attack is a
2, and so forth. critical hit, double the damage.
Active Initiative
C
' ' Step 1. Who Goes First?
to wait in line to take their turn—the flow of battle
is always dynamic and unpredictable. Work with The first step is to figure out who acted first and
your allies to support each other, chain together triggered the scene. Most times it will be obvious which
powers and tactics, and exploit weak points as one well- character started things—someone throws the first
oiled team of adventurers. punch, or steps on the trap, or casts a spell.
This chapter introduces the Active Initiative system,
allowing players to choose who acts next in the round. DM: You're surrounded, Valiant. The hobgoblin
sneers at you. "Throw down your weapon, cleric, and
The Dynamic Round maybe we'll only cut off one hand."
Valiant: Pft, I haven't forgotten last time—never trust
With Active Initiative, there is no pre-determined order of a hobgoblin. I raise my shield and charge.
initiative. Instead, once a person has finished their turn,
they get to choose who goes next—another player, group DM: You're triggering the fight, Valiant—you have
of monsters, or environmental hazard. the first turn.
A basic round follows four simple steps:
If it's not obvious who acted first, you can determine this
1. Who goes first?: Decide who triggered the scene and randomly by rolling for initiative—whoever rolls highest
acted first. Did you throw the first punch? goes first. After that first turn is complete, switch to
2. Take turns: Take your turn. Once you've finished your dynamic turn ordering as described here.
actions, you get to pick who goes next.
3. End the round: Once everyone's finished their turn, Step 2. Take Turns
end the round and clear up any expired effects.
4. Start a new round: If there's still conflict, the last Take your turn as normal. Once you've finished your
person to act gets to decide who starts the new round. actions, you get to pick who goes next—this can be any
other character, creature, hazard, or group of monsters
Why Use Active Initiative? that hasn't acted yet in the current round.
Interrupting: Anyone who took damage during your
There are four main benefits of switching to Active Initiative:
turn can steal the initiative from you at the end of your
turn (see Interrupting), so be careful who you attack.
1. Better teamwork: Players can work together more easily
to chain their actions togther into big combo-moves. Delaying
2. More communication: Players talk more to each other.
You cannot pass or delay once your turn begins, but you
3. More attentive players: Players are actively watching
what's happening for opportunities to jump in and act.
can ready an action. This doesn't change your turn order
4. It's easy: No dice or math—just say who goes next. —if your triggered action is the last act in a turn, you
don't get to choose the next person to act.
chapter 14: active initiative patreon.com/giffyglyph | /r/darkerdungeons5e
40
Monster Groups
To prevent a routine side-vs-side combat or scene, make
Example of Play
sure to create a variety of taggable groups. Avoid using large Here's an example of how to use Active Initiative in a
groups of monsters—break them up and aim for 1 taggable basic round of combat—Chansi, Valiant, and Clanda are
monster or group per player at the start of a scene. fighting a hobgoblin and four goblins. With three players,
the DM has three Interrupt Points for this scene.
Step 3. End the Round Chansi makes an attack, but draws attention to
herself in the process. She then passes over to Valiant.
Once all characters and creatures have finished their
turn, end the round as normal and clear up any expired
effects—spells, powers, timers, etc. DM: The hobgoblin roars an order out to the goblins
and they spring forward. Chansi, you've got the highest
Effect Duration
initiative—what do you do?
Effects that last a specific duration of rounds tick down
at the end of each round. Once a duration reaches 0, the Chansi: I fire an arrow at the hobgoblin... (rolls 11)
effect has ended and can be removed. oof, that's a bad start.
Any effects that would expire at the start or end of DM: Your arrow misses by a wide margin. The
your turn are unchanged, expiring as normal. hobgoblin shouts, and three of the goblins look at you.
Chansi: That doesn't sound good. Valiant, might
Valiant casts Bless—a concentration spell that lasts for need you to draw some attention here...
1 minute (10 rounds). At the end of each round, the Valiant: I'm on it. I move forward and strike at the
remaining duration simply decreases by 1 round. nearest goblin with my war pick (rolls 16).
Clanda, meanwhile, uses Shield to deflect an attack. DM: The goblin curses aloud as you hit it. How
This spell ends whenever she takes her next turn. much damage does it take?
Valiant: 6 points. Then with my War Priest initiative, I
swing round to hit another goblin (rolls 17).
Step 4. Start a New Round DM: Another hit—the goblin screeches as it takes...?
If there's still conflict to resolve, start a new round. The Valiant: 7 points of damage. Now that should get
last person to act in the current round decides who starts their attention.
the new round—they cannot pick themselves.
Having finished his turn, Valiant prepares to pass over to
Interrupting Clanda. The DM, however, chooses to interrupt with one
of the monsters.
If you haven't taken your turn yet this round, you have a As the goblins took damage during Valiant's turn, they
chance to steal the initiative and take the next turn—even could interrupt for free. However, the DM spends an
if you were not nominated. This is called an interrupt. Interrupt Point to allow the hobgoblin to act instead.
There are two main ways in which you can do this:
1. You can spend an Inspiration Point to interrupt. Valiant: Ok Clanda, you're up next.
2. If you took damage during the last turn, you can Clanda: Perfect. I—
choose to interrupt for free. DM: Before you can act, Clanda, the hobgoblin
interrupts (spends an Interrupt Point) and leaps
If you choose to interrupt, you must do so before the next forward towards Valiant. He swings his longsword in a
person starts their turn. You can't interrupt if you've
already acted this round, and you can't interrupt an ally. fierce two-handed arc and hits, dealing 6 damage.
Valiant: Ouch.
Monster Interrupt Points DM: And with the goblins around you, Valiant, the
hobgoblin's attack is even more dangerous thanks to
Each scene, the DM gets one free Interrupt Point per Martial Advantage—take another 7 points of damage.
player. The DM may spend one of these points to steal
the initiative, but can only use one point per round. Valiant: Son of a...
DM: The hobgoblin laughs coldly, licking the blood
from its blade. "You have my attention, little cleric," he
Interrupts & Inspiration
sneers. The goblins begin to move—
Interrupt Points exist to give the DM a power similar to Clanda: I think not (spends an Inspiration Point to
player Inspiration Points. But if Inspiration is not a common
feature in your game—or players aren't spending their points Interrupt). Enough of this nonsense. Don't move,
to make interrupts—don't give the DM any Interrupt Points. Valiant, unless you want this Fireball in your face...
Degrees of Success
S
, , Boons
don't always win. But not all failures are equal—
sometimes we mess up a little, and sometimes we When a character succeeds, something good happens
mess up catastrophically. Sometimes, we even and they get what they wanted.
have a chance to prevent failure—at a small, extra cost. Here are some example boons that you might apply
This chapter introduces degrees of success, allowing when a character succeeds in their efforts—one boon for
you to judge the scale of success and failure accordingly. a success, and two for a critical success.
Active XP
E
— ,
can discover new abilities and reach higher peaks
of strength. But you don't gain experience staying
Advancement
in your comfort zone—the only way to grow is to With Active XP, don't use the standard 5e leveling table—
push beyond your limits and brave the countless dangers instead, use the Character Advancement table listed
of the world. below. This details the amount of experience a character
With Active XP, you don't gain experience for just needs to gain per level before they can level up.
killing monsters—instead, you gain experience by being
active in one of three fields: discovery, recovery, and Character Advancement
adversity.
Level XP Level XP Level XP
1. Discovery: Explore the world, meet new people, and 0-1 150 7-8 2,260 14-15 23,810
uncover secrets—hidden dungeons, ancient cults,
legendary monsters. You gain more experience the 1-2 300 8-9 3,160 15-16 33,330
rarer and more valuable your discovery. 2-3 420 9-10 4,430 16-17 46,660
2. Recovery: Recover treasure and valuables from
uncivilized, monstrous, or abandoned areas— 3-4 590 10-11 6,200 17-18 65,330
gemstones from an ancient tomb, a dragon's hoard, a 4-5 820 11-12 8,680 18-19 91,460
hidden chest of jewels. 5-6 1,150 12-13 12,150 19-20 128,050
You gain 10 exp per gold piece (1 exp per silver
piece) of recovered treasure, making this the most 6-7 1,610 13-14 17,010 — —
efficient means of gaining experience.
3. Adversity: Face danger and survive perilous Spending Experience
situations—recover from near death, challenge a red
dragon, defeat a horde of orcs. The bigger the danger, Once you've gained experience points, you can spend
the bigger your experience—if you survive. them to level up. If you are using the Training rules p85
in your game, spend the experience after you have
The best way for a character to grow is to be active and completed your training time.
go out adventuring in the wilds, exploring the great
unknown. The bigger the risk, the bigger the reward. Valiant, a level 1 cleric, returns to Darrowmore with
250 XP and a rare, golden goblet worth 10 GP. He
Treasure-centric Rewards
donates the goblet to his church and gains 100 XP.
Active XP encourages players to hunt for rare treasures, and Now at 350 XP, Valiant has enough experience to
is best suited to a particular style of game—namely, level up. After a week of training, he spends 300 XP to
campaigns that focus on exploration and treasure-hunting. ascend to level 2—leaving 50 XP remaining.
Step 1. Challenge Level (CL) Listed below are some examples to demonstrate this in
First, determine the Challenge Level of the area—this action. First, we see an outline for a simple level 1
establishes the base amount of treasure (for one player) adventure—the Tomb of the Bone Prince.
that should be found throughout the adventure.
The DM is building an adventure for level 1 characters,
Treasure per Challenge Level with a CL of 1 (7 gp) and an average (x1) threat rating
CL GP CL GP CL GP —meaning that characters should each find around
0 0 7 56 14 592 7 gp of treasure in the adventure, not including any
1 7 8 78 15 828 random silver or gold.
The DM scatters the treasure across 7 encounters:
2 10 9 110 16 1,160
3 15 10 154 17 1,624 1. Encounter: The Bone Sentinels.
4 20 11 215 18 2,274 2. Encounter: The False Prince. Rewards a 1 gp
5 28 12 302 19 3,185 treasure per person (some carved bone dice).
6 40 13 422 20 4,456 3. Challenge: A secret passageway to the undertomb.
4. Encounter: Madrigor, the Blind Cleric. Rewards a 1
The higher the CL, the bigger the danger—but the more gp treasure per person (a golden chalice).
treasure you are likely to find. 5. Challenge: A collapsing ceiling and a locked door.
6. Encounter: The Bone Prince and his Retinue.
Step 2. Threat Rating (TR)
7. Encounter: The Amalgam King. Rewards a treasure
Next, determine the Threat Rating of the treasure's
guardians. If there's no threat, there's no treasure— hoard worth 5 gp per person (well-cut rubies).
someone else will have looted it long before you arrive.
Here, we see Valiant and Chansi return to town from a
Threat Ratings recent adventure with some recovered treasure in hand.
Threat Modifier Description
After a brief expedition into the Rat's Nest, Chansi
None x0 A handful of weak opponents
returns to Darrowmore carrying a jade figurine she
Low x 0.5 A band of badly organised foes reckons is worth 12 gp. She sells it to a local collector,
Average x1 A small force with one or more exchanging the figurine for 12 gp and 120 XP.
notable leaders
Valiant also found treasure during the expedition—
High x2 A well-armed force with several a rare book of holy scripture worth 12 gp. He donates
tiers of leadership
the book to his local church, gaining 0 gp and 120 XP.
Extreme x4 A large force with formidable
strength and influence
The experience gained from any treasure returned to
Legendary x8 A legendary monster such as a civilisation is split equally across everyone who helped
dragon, a beholder, or a lich.
obtain it. This include helpers, followers, and henchmen.
Stealing or hiding treasure from the rest of the party
You'll need to find and face the biggest threats if you won't grant you any additional XP—once you exchange it
want to recover the rarest treasures—so be brave. for XP, everyone gets an equal cut.
Magic Items & Gold While the group wasn't looking, Clanda palmed an
extra ruby from the treasure pile. On returning to
Magic items and currency (copper, silver, or gold pieces) do
not count as treasure, so don't include their value in your town, she sells it to gain 7 gp and 70 XP. Clanda keeps
treasure-to-XP calculations. the gold but shares the XP with the rest of the party.
Dangerous Magic
Regional Magic
sensation is almost overwhelming as waves of chaotic
energy rush past you.
Magical power is not equal in all places. Perhaps you're Clanda: I don't like the look of this... I'll try casting
in a temple or a wizard's tower, where the flow of magic Dispel Magic on that portal.
has been tamed? Or you're near an arcane vortex or an Chansi: How close are you to burning out?
elemental gate, where magic is wild and hard to control? Clanda: Should be rolling d10, but all this chaotic
These environmental effects can impact your ability to magic pushes it down three sizes to d4. 50% chance
spellcast and change how likely you are to suffer
burnout. to burnout—could hurt...
At the DM's discretion, add a regional modifier (-3 to
+3) to the size of your normal burnout die. Grow the die Themed Locations
to prevent burnout, and shrink it to encourage burnout.
You can limit a regional burnout modifier to a specific
Regional Modifiers type of magic. Perhaps the wizard's tower grants a +1
modifier to only arcane magic, while the abyssal temple
Modifier Severity Description grants a -2 modifier to only divine magic?
+3 Serene The flow of magic is abundant, Use modifiers to add some flavour to key or iconic
predicable, and easy to harness. locations, but try not to go overboard—regional modifiers
should be uncommon, and casters should generally have
+2 Calm The flow of magic is rich.
a chance to research this information beforehand.
+1 Stable The flow of magic is reliable.
+0 Normal —
DM: As you enter the school, Clanda, you feel an
-1 Unstable The flow of magic is erratic.
immediate shift in the weave. Many decades of
-2 Wild The flow of magic is intense and hard teaching Evocation magic here has warped and shaped
to control or shape.
the flow of power unnaturally.
-3 Chaotic The flow of magic is raw,
unpredictable, and dangerous. Clanda: Making it easier to cast Evocation spells?
DM: Exactly. The flow is serene (+3) for Evocation
These regional effects can be as small or as large as you magic, but wild (-2) for all other magic types.
like—a few feet, a room, a building, a few miles, a
kingdom, or even a whole continent.
Custom Consequences
DM: Pushing through the thick wood, you see an old Burnout consequences can come in many different
stone building with a ruined spire in the distance. You forms, and—depending on your game—you may wish to
feel the calming power of holy ground. customise the Burnout Consequences table to make
Valiant: Finally, Unity Spire. I'll let Viridian know I've
burnout more severe or less punishing.
If your game features the Stress rules, Survival
found it with a Sending spell. Conditions rules, and Wear & Tear rules, consider using
DM: Ok, make your burnout check. the variant table below. These consequences create a
Valiant: No problem. Should be rolling d8, but this very different tone and focus on hurting your stress, your
calm power pushes it back up two sizes to d12. Great. equipment, and your supplies—the bigger the spell, the
bigger the damage inflicted.
Making a Journey
Travelling Pace
Travel Pace Speed Distance Guide Forage Scout Hide Tracks
Slow 0.6 days 10 miles Advantage Normal Advantage Advantage
Alternatively, if you do not have access to dice, take the 5 Spot a discovery in the morning.
average number of encounters listed in the Danger Level
table and decide for yourself when the encounters occur. 6 Spot a discovery in the afternoon.
17-18 A person you couldn't save 01-05 A wandering peddler offers you a look at his wares
19-20 A person you hate 06-10 An old cleric is repairing a small shrine recently
damaged by someone or something
21-22 A person you love
11-15 A wandering bard shares stories about the locals
23-24 A person you respect
16-20 A drunken giant is trying to mend a bridge he has
25-26 A person you want to meet broken, but is having trouble with the work
27-28 A place you would love to visit 21-25 An old woman needs your help to get an unusual
29-30 A sad moment from your childhood pet down from a tree
31-32 A time you embarrassed yourself 26-30 A naked bard asks you for some spare clothes
33-34 A time you got away with something 31-35 You find someone passed out and wounded
35-36 A time you got a sibling into trouble 36-40 Two drunk goliaths are wrestling any challengers
37-38 A time you got really drunk 41-45 A wizard asks if you can help him test a new spell
39-40 A time you hurt someone 46-50 Two groups of people need your help to settle a bet
41-42 A time you made something 51-55 You find a small child, lost and alone
43-44 A time you were afraid 56-60 Three dwarves challenge the biggest party member
to a drinking competition
45-46 A time you were heroic
61-65 Two clerics are arguing about who is the best god
47-48 A time you were powerless
66-70 A hungry beggar offers you a secret for some food
49-50 A time you were proud of someone
71-75 A guard is training some new recruits and asks you
51-52 A time you were smarter than everyone else to help demonstrate a few moves
53-54 Are you a dog person or a cat person? 76-80 A dying man asks you to help end his pain
55-56 Are you closer to your mother or your father? 81-85 A silent monk offers you some food for a story
57-58 Food that you think is disgusting 86-90 A bard is trying to write a song but is having trouble
59-60 Something that happened on your last birthday with the words and asks you for advice
91-95 A wagon has overturned and the owner needs help
61-62 Something you are ashamed of
96-00 A kobold challenges you to a game of riddles
63-64 Something you are proud of doing
65-66 Something you would love to do
67-68 The best dinner you've ever had Hostile Social Encounters
69-70 The best gift you ever received d100 Encounter
71-72 The funniest thing you've ever seen 01-05 A group of racist thugs has an issue with one of
73-74 What are you looking forward to? your party members because of their appearance
75-76 What would you do if you were king? 06-10 Three guards call you to halt, holding a wanted
poster that looks a lot like one of your party
77-78 What would you do with a million gold pieces?
11-15 Some highwaymen demand your money or your life
79-80 Where are your family now?
16-20 Two groups of people are brawling near an
81-82 Who or what would you die for? overturned cart, each blaming the other
86-90 A wild sorcerer seeks to test a spell on you 43-44 A rusted cauldron still warm to the touch
91-95 A paladin accuses you of performing evil acts and 45-46 A tiny door in the foot of a tree
demands you pay for your sins with blood 47-48 A beautiful glade with delicious-looking fruit
96-00 A furious druid has someone trapped in vines and 49-50 A sealed, metal coffin
intends to kill them for desecrating the grove
51-52 A twisted pillar with an evil, carved face
53-54 A book on a bloody altar
Skill Challenges 55-56 A sword impaled in a monstrous stone statue
d100 Skill Challenge 57-58 A map pinned to a tree with a black knife
01-10 A broken wagon blocks the way and must be 59-60 A blood-red stone embedded in a twisted tree
repaired, overturned, or bypassed
61-62 A skeleton holding a small, red book
11-20 A rowdy mob that must be calmed or evaded 63-64 A hole in the ground where singing can be heard
before they turn on you or some other victim
65-66 A monument to an ancient battle
21-30 An overwhelmingly large pack of hungry, wild
animals that must be outrun 67-68 A giant skeleton of a long-dead gargantuan creature
31-40 There is an unfamiliar split in the path and the 69-70 A boarded-up house with ghostly wails
correct direction must be determined 71-72 A stone archway covered in eldritch runes
41-50 A glade of flesh-eating plants that must be escaped 73-74 A pool of sweet, red water
before they can paralyze you
75-76 A glade of trees that ooze black sap
51-60 A broken bridge across a ravine that must be fixed
or overcome to progress 77-78 A collection of life-like humanoid stone statues
61-70 A sudden, terrible storm that requires shelter to be 79-80 A secret wishing pool
found and constructed fast 81-82 A sleeping dragon
71-80 A band of highwaymen that must be intimidated or 83-84 A half-buried chest surrounded by skeletons
out-smarted before things turn ugly
85-86 7 rotating pillars of segmented red stone
81-90 A magical illusion blocks the way and must be
87-88 A tree that burns with unnatural green fire
disabled or bypassed to progress
89-90 The ruins of a magical experiment gone wrong
91-00 Recent weather has destroyed some notable
landmarks and the path must be rediscovered 91-00 Reroll
If you are critically hit during combat, your treated 6 Lose a toe Medical aid (DC 15)
wounds may reopen. When taking critical damage, roll a 7 Lose a finger Medical aid (DC 15)
d20 for each treated wound you have: 8 Gain a horrific, scarring wound Medical aid (DC 20)
9 Gain an internal injury Medical aid (DC 20)
Reopened Wounds 10 Lose half your teeth Medical aid (DC 20)
d20 Effect
1 The wound reopens and you lose a hit die
When you gain an injury, you also gain a level of
exhaustion. As with lingering wounds, this exhaustion is
2-8 The wound reopens permanent until you treat the injury in some fashion.
9-20 The wound remains closed
Injury Effects
When a wound reopens, it starts applying exhaustion The exact consequences of an injury may vary wildly from
again—you'll need to treat the wound to remove this. game to game and character to character.
Any untreated wound fails automatically (as if you had If a character gains an injury, make sure to have a brief
rolled a 1), causing you to lose a hit die—so try to keep discussion between player and DM to establish any notable
your wounds bandaged at all times. in-game effects beyond the exhaustion increase.
T
: Death Saving Throws
and taxes. Throughout their career, adventurers
face danger and destruction at every turn—and When you are dying, you must make a death saving
sometimes, not everyone is lucky enough to make throw at the start of your turn—if you fail three death
it back to town alive. saving throws, you die. Roll a d20 and check the table
This chapter sets out the Dying condition, persistent below to see what happens to you:
death saves, funerals, and revised rules for resurrection.
Death Saving Throw
Dying d20 Outcome
01 You fail two death saving throws.
In falling to 0 hit points, you gain the Dying condition.
This condition ends if you regain any hit points. 02-09 You fail one death saving throw.
10-19 No change.
Dying
Condition 20 You regain 1 hit point.
You can leave a will behind to confirm who the heirs to Raise Dead 5th 10 days Royal diamond
your property are. This can be arranged in retrospect Reincarnate 5th 10 days Mystic oils
with your DM after the character's death if necessary. Resurrection 7th 100 years Perfect diamond
The reading of the will usually takes place at your
funeral, or before the introduction of a new character. True Resurrection 9th 200 years Astral diamond
This might be the last opportunity for your character
to say any final words, so make the most of it. Death has a price, however—a character that has been
dead for longer than a day will lose any unspent
DM: A gruff, dwarven priest approaches you all after
experience points when they are resurrected.
the funeral, bearing Krazak's last known will.
Clanda: A will? Let me see that. "In the unlikely event of Reincarnate
my death, I, Krazak the Undefeated, leave 50 gp to the The Reincarnate spell is unique in that it requires only
church to fix that damn leaky roof. Valiant, you need all mystic oils. Unlike rare diamonds, these oils can be
the help you can get: take my ring of protection. Viridian,
bought or crafted during downtime—at a significant cost.
you're weak as a kitten: take my amulet of health.
Everything else goes to my brother, Gundren." Variant: No Resurrections
Valiant: Krazak had a brother? Huh, he never said. If you want to add a sense of finality to death, use this No
What else does it say? Resurrections variant rule.
Clanda: "Kill Clanda".
The souls of the dead, once passed beyond the veil,
can never return to the mortal plane. Resurrection spells
Viridian: Ah Krazak, ever the charmer. of any kind—including wishes—have no effect.
patreon.com/giffyglyph | /r/darkerdungeons5e chapter 20: death & resurrection
61
21
Cheating Fate
E
, Spending Fate
adventurers manage to find a way to cheat fate
and live to fight another day. When you spend a fate point, you (usually) cannot act for
This chapter introduces fate points for players the rest of the scene—everyone, friend and foe alike,
and how to use them in your game. thinks you're dead or otherwise not worth any attention.
But you are immune to any further damage during the
rest of the scene, regardless of whatever else happens
Fate Points around your unconscious body.
At the end of the scene—or whenever appropriate—
Fate allows your character to survive what would you regain consciousness with 1 hit point. You also
otherwise be a certain death. If you would suffer a killing recover any failed death saving throws.
blow or fail your last death saving throw, you may instead
spend a fate point to cheat death in some fashion. Gaining Fate
Perhaps you were knocked unconscious, or the
scorpion's poison wasn't strong enough to finish you off, Fate points are extremely rare. New characters start with
or it was just a flesh wound? Discuss with your DM one fate point—their reward for becoming an adventurer
exactly how it is you managed to survive your ordeal. in the first place.
But beyond this, additional points can only be gained
DM: You lie unconscious and dying, Viridian, but the
by facing—and defeating—the most dangerous monsters
in your world. Dragons, liches, beholders—these fated
orc is without mercy—she stabs down with her spear. monsters are significant threats to the party.
Lose a death saving throw. Fate smiles on those who brave the darkest of these
Viridian: Oh no, that was my last one... optional dangers and survive.
Chansi: You're dead? For real?
Viridian: Yea—or I would be if I didn't have one last DM: You hear that the black dragon Kaladax has laid
fate point to use. Perhaps the spear missed me? waste to Merrowford and taken residence in the
DM: Fate is in your favour. The spear wouldn't miss wreckage of the town.
given its proximity, but let's say it missed your vital Clanda: Is he a fated dragon?
organs. Everyone thinks you're dead, and you remain DM: Kaladax is a major power, and certainly fated.
unconscious but alive for the rest of the scene. Viridian: Could be worth investigating—I don't like
Viridian: Unconscious and alive sounds good to me. being fate-less now, myself...
Fate points help to give your players a little more A fated monster rewards only 1 fate point in total when
durability. New characters begin with one fate point, and defeated—the players must decide who among them is
may hold no more than three at one time. lucky enough to take it.
chapter 21: cheating fate patreon.com/giffyglyph | /r/darkerdungeons5e
62
22
Deadly Disease
T
, ,
filthy place. Monsters are not the only threat to
your survival—plague and disease stalk the land,
Contracting Disease
destroying villages and decimating cities. Adventuring is not a clean business. Filthy sewers, rabid
Sometimes the greatest threat isn't the wild dragon—it's animals, rusty swords—there are countless ways in
the small child with a bad cough. which a person might contract a debilitating disease.
This chapter provides rules on catching and treating There are three basic steps to follow when dealing
contagious diseases, and a selection to use in your game. with disease: contact, incubation, and first symptoms.
Becoming Contagious
Severity Contagious
Magical Immunity
Stage 1 Less than 25% hit points remain
Some class features may grant immunity to diseases—
such as a paladin's Divine Health. In these cases, your
Stage 2 Less than 50% hit points remain immunity is not absolute—the resistance depends on the
Stage 3 Less than 75% hit points remain
level of the effect (class level, item level, spell level, etc).
Stage 4 Always contagious Magical Immunity
Level Immunity
Death
01-05 Diseases up to DC 15
If you die from a disease, your corpse becomes a
breeding ground for your sickness. Your body remains 06-10 Diseases up to DC 20
contagious for the next week. 11-15 Diseases up to DC 25
This goes for any corpse, so be careful of touching the
dead—you never know what disease they may carry. 16-20 All diseases
Diseases
Name Description Rarity DC Inc. Transmission
Bubonic Plague Horrible buboes spread across the body Rare 25 1 day Touch
Chickenpox Tiny, itchy spots spread across the body Common 20 2 days Touch, Air
Cholera Diarrhea and dehydration Common 10 1 day Touch (excrement)
Diphtheria A bad throat infection that can permanently scar the skin Rare 15 3 days Touch, Air
Dysentery Stomach cramps and vomiting Common 20 1 day Touch (excrement)
Influenza Fatigue, headaches, and fever Common 10 2 days Touch, Air
Smallpox Large, pus-filled spots cover the body Rare 15 4 days Touch, Air
Stonescale The skin turns grey and cracked, and the mind turns feral Mythic 30 4 weeks Touch
Syphilis A persistent fever that eventually attacks the mind Common 20 4 weeks Touch (sore)
Tapeworm A parasite that feeds inside the body causing weight loss Common 15 1 week Touch (excrement)
Typhoid Fever A bad fever and diarrhea Common 15 1 week Touch (excrement)
Whooping Cough Coughing fits violent enough to break bone Common 15 1 week Air
Often mistaken for influenza at first, swollen buboes A nasty infection of the throat that can cause
fast begin to mark the body. Without immediate aid, permanent scarring if it penetrates the skin.
this disease is almost certainly a death sentence.
Effects
Effects Stage Effect
Stage Effect 1 You have a sore throat and headache. You have -2
CHA and disadvantage on concentration checks.
1 Your body aches and you have a slight fever. You
have -2 to all ability modifiers. 2 You have swollen glands in your neck and it's very
painful to swallow. You have -2 STR and -2 DEX.
2 Painful buboes appear around your arm, groin, and
neck. You have disadvantage on all rolls. 3 Large, painful ulcers appear on your skin. You have
-2 CON and disadvantage on social checks.
3 Your fever burns extremely hot and you can't stop
sweating. You fall into a coma. 4 Pus-filled blisters appear on your legs, hands, and
feet. You have disadvantage on all rolls.
4 Your internal organs fail and you die.
Cured You have a few noticable, permanent scars from
Cured Your body is scarred by the buboes. your skin ulcers.
Tiny, itchy spots that spread across your entire body. Easy to catch and painful to endure, one sip of dirty
Very contagious, but not usually life-threatening. water can be enough to ruin your whole week.
Effects Effects
Stage Effect Stage Effect
1 You have a slight fever and feel weak. You have -2 1 You suffer painful stomach cramps. You have
STR and -2 DEX. disadvantage on all saving throws.
2 You have noticeable pox marks across your body. 2 You have a mighty need to use the restroom. You
You have disadvantage on all social checks. have -2 to all ability modifiers.
3 You are covered in itchy spots. You have 3 You can't keep any food down. You gain thirst and
disadvantage on concentration checks. fatigue at twice the normal rate.
4 Your fever is burning hot. You have disadvantage on 4 Your body is too weak to stand. Your speed is
all rolls. reduced to 0.
Cured You have a few small scars from the pox. You are Cured You can't eat rich food during the next week
permanently immune to chickenpox. without being sick.
One drink of bad water and you'll be curled up by the A harmless cough and a slight fever can quickly turn
toilet for a week—or die from dehydration. into something much more serious without bed rest.
Effects Effects
Stage Effect Stage Effect
1 You feel sick and nauseous, and eating food causes 1 You have a bad headache and a runny nose. You
you to vomit. -2 DEX and -2 WIS. have -2 INT, and -2 WIS.
2 You have diarrhea. -2 STR, -2 CHA, and you gain 2 Your entire body aches and your throat is sore. You
thirst at twice the normal rate. have -2 STR, -2 DEX, and -2 CHA.
3 You have lost noticeable weight. You are 3 You have a terrible fever and hallucinations. You
dehydrated and have disadvantage on all rolls. cannot move under your own power.
4 Your body goes into shock from severe 4 Your internal organs fail and, after slipping into a
dehydration, and you die. coma, you die within a few hours.
Cured You can't eat rich food for the next week without Cured You have an annoying cough for one week and
being sick. occasional light-headedness.
Tiny spots that quickly become large, painful blisters Tiny parasites that hide away in rotten meat and
across your entire body, leaving you with pox scars. excrement. Watch what you eat.
Effects Effects
Stage Effect Stage Effect
1 You have a slight fever and feel weak. You have -2 1 You always seem to be hungry. You gain hunger at
STR and -2 DEX. twice the normal rate.
2 You have a persistent headache and flat, red spots 2 You have lost a significant amount of weight. You
on your face, hands, and forearms. You have -2 INT, have -2 CON and -2 STR.
-2 WIS, and -2 CON.
3 You suffer from terrible headaches and some
3 Your spots become large, painful, pus-filled blisters. memory loss. You have -2 INT and -2 WIS.
You have disadvantage on all rolls.
4 The parasites have reached your brain. You fall into
4 Your fever is extremely hot. You fall into a coma. a coma and die.
Cured You have severe scars from the pox. You are Cured You have a fragile stomach and painful cramps for
immune to smallpox for 10 years. one week.
As your skin turns grey and cracked, your mind decays Sometimes it's better to go thirsty than take a drink of
to that of a wild animal. Kill them before they kill you. filthy water. Don't risk it—boil it.
Effects Effects
Stage Effect Stage Effect
1 The skin around your eyes turns noticeably grey. 1 You have a fever, a headache, and frequent
You have disadvantage on social checks. nosebleeds. You have -2 to all modifiers.
2 Your skin is grey and cracked. Movement is painful. 2 Red spots appear on your skin and you are easily
You have -2 to all ability modifiers. exhausted. You gain fatigue at twice the rate.
3 You become very forgetful and increasingly 3 Your stomach hurts and you suffer frequent
aggressive. You have advantage on all STR rolls, and diarrhea. You gain thirst at twice the rate and have
disadvantage on all INT, WIS, and CHA rolls. disadvantage to all social checks.
4 You have lost your mind and become a wild beast. 4 Your fever is burning hot and you are delirious. You
cannot move or act on your own power.
Cured Your skin is permanently marked with stonescale.
You are immune to stonescale. Cured You feel fragile for the next week.
The flesh is weak. Let your guard down for one night Fits of violent coughing followed by a 'whooping'
and you might still be paying for it years later. inhale of breathe—and sometimes, broken ribs.
Effects Effects
Stage Effect Stage Effect
1 A highly-contagious sore opens near your lips or 1 You have a mild cough and disadvantage on
groin. You have disadvantage on social checks. concentration checks.
2 A rash appears on your hands and feet, and you 2 You cough in loud, uncontrollable fits with a
have a fever. You have -2 DEX and -2 CON. gasping inhale. You have -2 STR and -2 DEX.
3 More sores appear on your body, and you are easily 3 Your coughing fits are violent enough to cause
exhausted. You have -2 STR and gain fatigue at vomiting. You have disadvantage on all rolls.
twice the normal rate.
4 Your cough is so violent you have broken some of
4 You have lost noticeable weight and your mind is your ribs. You have 0 hit dice and cannot move
fuzzy. You have -2 INT, -2 WIS, and -2 CHA. without immense pain.
Cured You still carry the disease and can infect others. Cured You have an annoying cough for the next week.
Survival Conditions
C
' ; These basic conditions worsen naturally throughout the
affect and are affected by their surroundings— day, becoming more severe and eventually leading to
going without sleep makes you tired, failing to eat increasing levels of exhaustion if left untreated.
makes you hungry, not drinking makes you thirsty. Depending on the situation, this can be a real problem
With survival conditions, players track the physical state for your character:
of their character. It's hard, thirsty work being an
adventurer—do you have the resources to survive?
This chapter introduces several survival conditions Viridian has been travelling through the Emerald Rift
and examples of how to use them in your game. for two days, chased by the relentless Witch of
Gloamgard. His supplies are running low, and he hasn't
Survival Conditions
Stage Hunger Thirst Fatigue Temperature Effect Stamina DC
0 Stuffed Quenched Energised Perfect -1 Exhaustion —
1 Well-fed Refreshed Well-rested Comfortable — 5
2 Ok Ok Ok Ok — 10
3 Peckish Parched Tired Noticeable — 15
4 Hungry Thirsty Sleepy Uncomfortable — 20
5 Ravenous Dry Very sleepy Overwhelming +1 Exhaustion 25
6 Starving Dehydrated Barely awake Unbearable +1 Exhaustion 30
Monster Attacks
Gaining a Condition Monster and environmental effects can drain characters
Characters gain hunger, thirst, and fatigue in four of their stamina and resources. As DM, add condition
primary ways whilst adventuring: through the natural modifiers to some of your existing monster attacks and
passage of time, by falling to 0 hit points, through failure traps—or add brand new condition-causing powers.
consequences, and by suffering certain monster attacks.
• A fire elemental burns the air around you with a blast
Time of Day of searing heat: you gain +1 thirst.
As the day progresses, characters become more hungry, • A green ooze wraps around your arm and sucks the
thirsty, and tired. Conditions worsen at dawn, noon, and nutrients from your flesh: you gain +1 hunger.
dusk—the specific effects are listed in the table below. • An eldritch mage whispers a cacophonous verse and
commands you to sleep: you gain +1 fatigue.
Hunger, Thirst & Fatigue
Time Hunger Thirst Fatigue
Improving Your Condition
Dawn +1 +1 —
Whenever appropriate, your character can attempt to
improve their physical condition in a manner that makes
Noon — — +1 sense. Some of the most common actions are:
Dusk +1 +1 +1
• Eat a ration of food: −1 hunger per ration. Better
quality food may relieve more hunger per ration.
Across a normal, uneventful day, a character will gain +2 • Drink a ration of water: −1 thirst per ration. Better
hunger, +2 thirst, and +2 fatigue—this means a character quality water may relieve more thirst per ration.
needs 2 rations of food, 2 rations of water, and a good • Get a good night's sleep: (undisturbed) −3 fatigue. A
night's sleep each day to stay in good form. disturbed night's sleep grants only −1 fatigue.
During the adventure, the DM—or whoever else is
keeping track of time—announces the changes in
character conditions when appropriate. DM: You rise at dawn, Valiant, your stomach
growling. Gain +1 hunger and +1 thirst.
Valiant: I'll eat one of my rations (-1 hunger) and take
DM: It's been a long afternoon, but dusk approaches.
a swig from my waterskin (-1 thirst)—that should keep
Everyone gains +1 hunger, +1 thirst, and +1 fatigue.
me going till nightfall.
Falling to 0 HP
Nearing death is an exhausting shock to the body. If you
fall to 0 hit points for any reason—including shapeshifted
Exhaustion
forms such as Wild Shape—you gain +1 fatigue. The worse your condition, the more exhausted your
character will become. Whenever a condition reaches
stage 5 or 6, it generates +1 exhaustion—for a maximum
DM: The orc clubs you for 9 hit points, Sarien. of +3 exhaustion across all conditions.
Sarien: Ouch, that knocks me unconscious.
DM: Bad luck. Gain +1 fatigue. Valiant is ravenous (5 hunger), dry (5 thirst), and barely
Sarien: Damn it. If I survive this, I'm gonna need the awake (6 fatigue)—he has +3 exhaustion from his
longest sleep tonight... unfortunate conditions.
Unable to find food, he later finds himself starving
Consequences (6 hunger). His exhaustion remains at +3.
You may gain survival conditions as a consequence of
failing an action, at your DM's discretion—or, if using the Once a condition has begun to cause exhaustion, that
Degrees of Success rules, offer to gain a condition and exhaustion remains on your character until the condition
succeed at a cost. is sufficiently improved.
chapter 23: survival conditions patreon.com/giffyglyph | /r/darkerdungeons5e
70
Relieving Exhaustion Gaining Temperature
A condition stops causing exhaustion once it has been Your body temperature is affected primarily by the
improved to stage 4 or higher. After the next short rest, weather and environment. The DM describes the
update the character's exhaustion counters. baseline temperature when appropriate—often when you
enter or research a new region, dungeon, or lair:
Valiant finds a cache of food supplies. He immediately
eats 3 rations-worth, healing 3 hunger and improving DM: It's starting to rain outside and, as you step out,
his overall condition to Peckish. an uncomfortably cold wind blows past. You think it
His Hunger condition continues to add +1 might even become unbearably cold outside tonight.
exhaustion until he takes a short rest, at which point
his total exhaustion drops from +3 to +2. Hot or Cold
The temperature conditions apply to both hot and cold
climates—it could be unbearably cold in the arctic
Stamina Check wastes, or unbearably hot in the arid desert.
It's hard work being an adventurer—battles to fight, Time of Day
ropes to climb, rivers to swim—and such activity can be Temperatures change throughout the day as the sun
draining to those without the proper constitution. rises and sets. Check the table below to see how the
After a particularly strenuous event, the DM can ask baseline temperature might be affected by your climate.
you to make a Stamina check (Constitution saving throw)
against the DC of your best condition. A failure means Climate Temperature Change
that your stamina was tapped during the event—roll a d6
to see which condition worsens. Time Hot Moderate Cold
Morning +1 — +1
Stamina Check
Afternoon +2 −1 —
d6 Outcome d6 Outcome d6 Outcome
Evening +1 — +1
1-2 +1 Hunger 3-4 +1 Thirst 5-6 +1 Fatigue
Night — +1 +2
DM: The last goblin drops his dagger and flees into Monster Effects
the night. Well done, everyone. Now roll a Stamina Some monsters can affect the surrounding temperature
check. by their sheer presence, producing scorching heat or
Valiant: 14. I didn't break a sweat. chilling winds.
Sarien: 9. That's what I get for skipping breakfast...
(rolls 6) +1 fatigue. Getting sleepy here. DM: Frozen winds surround the King of Frost—it is
Clanda: 7. Damn, not enough. I gain... (rolls 4) +1 unbearably cold around him. If you end your turn
thirst. Great, and my waterskin's dry already. Has adjacent to him, you'll suffer the chill...
anyone got a drink? I'm feeling pretty thirsty right now.
T
. Gaining Stress
Moving from town to town, delving into dark
dungeons and hunting dangerous monsters for Category Stress Description
perhaps a few gold coins, is not a safe—or sane— Minor +1 A small frustration, worry, or irritant:
way to make a living. missing an attack, falling down,
This chapter introduces mechanics to track a hearing a noise in the dark.
character's stress level, and the lingering consequences
on their adventuring career. Moderate +2
(1d4)
You've made a critical error or
something is seriously at risk: being
caught lying, learning that the villain
Stress
has escaped, being outnumbered.
Major +4 Something devastating to your
(1d6) character or their beliefs: breaking
Stress is a measure of pressure on a character's mental an oath, falling to 0 hp, finding a
state, representing a build-up of negative emotions such heap of fresh corpses.
as anger, fear, frustration, and irritation. Too much Stress
is bad for your mental health and, if not treated carefully, Monstrous +8
(1d6 + 4)
Something incomprehensible or
world-shattering: meeting a god,
can lead to detrimental Afflictions—or even death. being betrayed by your closest
Characters can suffer up to 40 points of Stress before friend, watching a loved one die.
they reach breaking point. To prevent this, they'll need to
find ways to relax and recover during downtime.
Consequential Stress
Gaining Stress You can gain Stress as a direct consequence of failing an
action—missing an attack, breaking a lockpick, being
Stress is gained through danger, hardship, and adversity caught in the middle of a lie. The DM will usually notify
—suffering a critical hit from an enemy, hearing an you before your attempt that this is a risk.
unearthly moan from a dark room, sleeping rough in the Here we see Chansi attempt to pick a pick, becoming
cold rain, watching an ally die. Anything that threatens stressed when she fails.
the mental well-being of your character can inflict Stress.
When choosing how much Stress to inflict, decide
how significant the event is to the character—is it minor, Chansi: Ok, let's see what's in this chest. I want to
moderate, major, or monstrous? The more emotionally pick the lock on this thing—what's the DC?
significant, the higher the amount of Stress. DM: It's a secure metal chest, so DC 20.
The more an event conflicts with the nature of your Chansi: Easy. Lemme just... (rolls 15) ugh, fail.
character, the greater the Stress you'll suffer—a bard may DM: You hear the pins clicking in the lock, Chansi,
be more embarrassed to ruin a performance than a
wizard, while a lawful paladin is more hurt by a broken but you can't understand why they're not setting. It's a
oath than a lawless rogue. frustrating failure for you—gain 1 point of Stress.
DM: The runes are glowing brighter, and you feel These are some things a character might do to reduce their
stress levels. Not everyone will recover in the same way—an
static building in the air. If you don't act quick, Clanda,
introvert may unwind best on their own with a good book
this trap will explode. and some hot tea, while an extrovert may want to throw a
Clanda: Pfft, this is amateur work—dwarven runes raucous and extravagant party to blow off steam.
are so basic. I'll try to dispel the binding rune to disarm • Disarming a trap
the trap harmlessly. • Defeating a dangerous enemy
• Eating a hot, well-cooked meal
Valiant: Uh, are you sure about that? Last time—
• Making people laugh with a joke
Clanda: Hush now, I'm working. • Listening to a bard perform a song
DM: Ok, that'll be a DC 20 Wisdom check. You can • Carousing in a rowdy tavern
use Arcana with this. • Picking a lock
• Sleeping in a warm, comfortable bed
Clanda: See I told you, Valiant... (rolls 24) I got this. • Praying to your deity
DM: You manage to locate the binding rune and, • Finding a chest of treasure
with a careful words, draw the magic out of it. With a • Arriving somewhere safely after a long journey
• Spending time with family and friends
harmless spark, the runic trap shatters. Clanda, you
• Learning a new skill
heal 2 points of Stress—everyone else heals 1. • Engaging in a hobby
Clanda: You're welcome, everyone. • Playing with a pet
• Rolling dice and playing some games
It is much harder to heal Stress than it is to gain it, so •
•
Fulfilling an oath or promise
Protecting an ally from harm
you'll need to be proactive in treating your Stress level • Meditating and resting
before it becomes insurmountable. Rest when you can, • Making a discovery
and try not to over-exert yourself.
chapter 24: stress & afflictions patreon.com/giffyglyph | /r/darkerdungeons5e
74
Afflictions Affliction Removal
d20 Result
An Affliction is a stress-induced mental issue suffered by 01 Critical Failure: You fail to cure your Affliction,
a character when they gain too much Stress. Afflictions gaining a new one in the process.
affect your character's abilities and can only be cured
during downtime. 02-09 Failure: You fail to cure your Affliction.
When you gain 20, 30, and 35 Stress for the first time 10-19 Success: You cured your Affliction.
after a long rest, roll on the Afflictions table to see which
new mental Affliction you develop. If you roll a duplicate, 20 Critical Success: In a moment of clarity, you
roll again until you get a new result. cleared yourself of all Afflictions and Stress.
Afflictions You can only make one Affliction Removal attempt per in-
game week, so make the best of it.
d100 Affliction Modifier
01-06 Fearful Disadvantage on WIS checks & saves
Costs
As you gain in experience, it becomes harder to reset
07-12 Lethargic +1 exhaustion until removed
your mental state—the things you have seen and
13-18 Masochistic Disadvantage on CON checks & saves experienced have had a lasting impact. It costs more to
19-24 Irrational Disadvantage on INT checks & saves remove an Affliction the higher your level as you must
25-30 Paranoid Speed is halved
seek more elite and exotic outlets.
31-36 Selfish Disadvantage on CHA checks & saves
Affliction Removal Costs
37-42 Panic Disadvantage on DEX checks & saves
Level Gold Level Gold Level Gold
43-48 Hopelessness Disadvantage on STR checks & saves
1 5 8 42 15 432
49-54 Mania Disadvantage on attack rolls
55-60 Anxiety Disadvantage on Stress checks 2 7 9 58 16 604
27 Leveling Up p85
p85
Train with a mentor to unlock your full potential.
25
Short Rest
A
,
only to catch their breath between action, treat Recover Hit Points
wounds, and prepare for upcoming dangers. Spend your hit dice to recover some lost hit points. If the
This chapter defines the short rest period, some Bloodied condition (p57) is in effect and you have lost
basic activities you might undertake while resting, and half of your hit points, you will need to use a first-aid kit—
how to set up camp for an overnight rest. or similar supplies—to spend any hit dice.
Regain Class/Racial Features
Taking a Short Rest Some classes and races regain powers after a short rest
is completed—monk ki, warlock spell slots, dragonborn
A short rest is a period of downtime, at least 1 hour long, breath weapon, etc. Check your character sheet to see
in which characters sit down to perform a few basic which features you recover.
tasks—such as eating, drinking, and treating wounds.
During a short rest you can spend hit dice, bind any Eat & Drink
injuries, and consume some essential supplies—but If Survival Conditions (p69) are in effect, you can use
anything more intensive will require you to settle down this time to eat some food and drink to satiate your
and set up camp for a longer stay. hunger or thirst. In addition, if you are suffering from
exhaustion caused by one of your conditions, you can
remove it if your condition is sufficiently improved.
DM: Your blade slices through the dire wolf. With a
pained howl, the other wolves turn and flee into the Recover Magical Burnout
dark forest. If you are suffering from Magical Burnout (p47), you can
Valiant: That was a close one. You ok, Viridian? spend some hit dice to recover and—hopefully—prevent
Viridian: Took a few bad hits there. We should take a
any dangerous burnout consequences in future.
rest soon so I can heal up before we reach Blightmere. Change Inventory Quickslots
Clanda: Much as it pains me to say, the bard's right If the Quickdraw inventory rules (p23) are in effect, you
—I need to bandage up this bite wound. can change your three selected quickdraw items.
Valiant: Alright, we still have sunlight to burn. Let's
Treat Wounds
find a safe spot to rest in for an hour.
If you are suffering from any lingering wounds (p57), you
can treat them if you have sufficient first-aid resources.
Basic Activities Research/Investigate
During your short rest, whilst you're catching your Research, read, or investigate something within reach—
breath, you can perform some basic activities. such as an encrypted book, a strangely carved monolith,
Complicated tasks may require you to set up camp first. or an unidentified magic item.
patreon.com/giffyglyph | /r/darkerdungeons5e chapter 25: short rest
77
Setting Up Camp The four adventurers start to set up camp. With clear
skies and a sheltered forest, the camping DC is only
If you decide to rest for a prolonged period of time—or 10. Between them, they have two bedrolls and a two-
need to perform some complicated tasks—it's time to set person tent—enough camping gear for all four.
up camp. Find a secure site, start a campfire, pitch your
tents, and secure any animals, vehicles, or cargo. Valiant rolls 13, Chansi 17, Viridian 11, and Clanda
There are five basic steps to follow when trying to set 7. The camp is prepared with one setback—a weak
up camp: campfire. Any camp activities will have a base DC 10.
Long Rest
E
, — Sanctuary
home is where the heart is. A place to put your
feet up, reflect on your recent adventures, and
prepare for adventures yet to come. To begin a long rest, you must be in a sanctuary of some
kind—such as a village, town, or city. Sleeping outside in the
This chapter defines the long rest period and activities wilds or by a dungeon isn't restful enough for a full recovery.
you might pursue during your downtime.
Taking a Long Rest Viridian, Valiant, and Clanda finally reach the gates of
Darrowmore. They're looking forward to a well-earned
A long rest is a period of extended downtime, at least 1 rest and plan to stay in town for one week.
week long, in which your character performs downtime Between them, they carry 45 gp of recently-
activities and pursues their own interests. This is your recovered treasure from the Elsewood—this rewards
life between adventures—a chance to slow down, explore
the setting, and mingle with NPCs in relative safety. each of them with 150 XP (450 XP total).
Follow these 6 steps for each week of rest: They all choose a comfortable lifestyle for the week
ahead while they pursue their own activities in town:
1. Sell loot: Trade in any loot and treasure—gemstones, Valiant does some charity work at his church, Clanda
paintings, fine goblets—gained on your adventures begins training for her next level up, and Viridian tries
and gain gold and experience.
2. Choose lifestyle: Choose your quality of lifestyle for to sell a sort-of-cursed magic item.
the week—wretched, squalid, poor, modest,
comfortable, wealthy, or aristocratic. You'll usually 1. Sell Loot
need to pay for this upfront.
3. Choose primary activity: Choose your primary If you found any valuables on your adventure—precious
downtime activity and pay any relevant costs. gemstones, golden goblets, fine paintings—you can sell
4. Hear rumors: While resting, your adventuring party them at the start of your long rest.
learns of three rumors. Some of these rumors may be Some valuables may be too exotic for the average
false, or only mostly true—you'll have to investigate merchant to buy—magic items, archaeological tablets,
further to see for yourself. cursed rings—and you'll need to spend your week
5. Perform secondary activities: You can do 2 other searching for a suitable buyer.
small, secondary activities during your week—meet
someone, go shopping, relieve some stress, etc.
6. Settle up: It's the end of the week—gain the result of Viridian has a cursed and not-entirely-lawful dagger he
your primary activity (level up, wages, information, wishes to get rid of—for a small profit. He must spend
etc) and check to see if your wounds and Afflictions a week looking for a buyer on the quiet.
recover. If you have any outstanding debts, settle up.
chapter 26: long rest patreon.com/giffyglyph | /r/darkerdungeons5e
82
Lifestyle Qualities
Lifestyle Cost per Maximum Starting Hunger Thirst Fatigue
Week (GP) Hit Points Hit Dice
Wretched 0 50% 0 Starving Dehydrated Barely awake
Squalid 0.5 50% 25% Ravenous Dry Very sleepy
Poor 1.5 75% 50% Hungry Thirsty Sleepy
Modest 8 100% 75% Peckish Parched Tired
Comfortable 15 100% 100% Ok Ok Ok
Wealthy 30 110% 100% Well-fed Refreshed Well-rested
Aristocratic 70+ 120% 100% Stuffed Quenched Energised
2. Choose your Lifestyle Viridian must pay 4gp each week to maintain his
Your lifestyle determines the level of comfort you live in modest house, whether he uses it or not. As he prefers
during your week and the types of people you'll be to live in comfortable finery, Viridian rents out the
surrounded by—if you aim to meet nobles and other house to a small family and it now provides an income
aristocrats, you'll need to support an expensive lifestyle.
The Lifestyle Conditions table shows the lifestyle cost of 4gp each week—a small offset to his 15-gp-a-week
for an adventurer in gold pieces per week, and the comfortable lifestyle costs.
condition it leaves you in at the end of the week.
Maximum Hit Points & Hit Dice
After a long trek through the wild Elsewood, Clanda Your lifestyle has a major impact on your physical health.
decides she wants to relax in wealthy comfort—a soft Once you complete a long rest, update your maximum
bed, a hot bath, and a servant to bring fine food and hit points and starting hit dice to match your lifestyle.
pour finer wine.
She finds the most expensive inn in town, pours 30 At the end of her week of wealthy rest, Clanda updates
gold pieces on the bar, and spends the week sipping her conditions and increases her maximum hit points
wine and reading books in peace. to 110% of the normal, unmodified amount.
3. Three heroes recently left to purge a nearby mimic 01-07 Some wierdo's stealing tombstones from the
graveyard. The dead won't like that.
nest—none have returned.
08-14 There's been a lot of crows around town lately. They
ain't fond at all of clerics, I tells you.
5. Two Secondary Activities 15-21 A young kid went missing while playing out by the
A secondary activity is something that only takes a short well. Best stay away from that well, it's cursed.
amount of time to do, from a few hours to a whole day. 22-28 There's something evil buried beneath this town,
During a week of long rest, you have enough spare and it's taken all my teeth!
time to do two secondary activities. Choose them from 29-35 Two travellers went missing one night, and Old Man
the suggestions below, or discuss one with your DM: Mergo's got two new scarecrows in his field...
36-42 The new neighbours are friendly, but a little weird.
• Meet Someone: Arrange or attend a meeting with a Y'know, I've never seen them out in the sun.
person, group, or faction in town. 43-49 A warlock turned me into a newt! ...I got better.
• Trade Gear: Buy and sell some mundane gear and
equipment from merchants around town. 50-56 Guards arrested a man the other night for trying to
• Investigate Rumor: Spend some time investigating a kill his wife. Mad fool thinks she's a changeling...
rumor to see if it's actually true. 57-63 The local lord's birthday is coming up soon and
• Update Financial Commitments: If you have any there's gonna be a huge party—invite only.
financial commitments—investments, properties, 64-70 There's a giant spider out in the woods. Weird thing
business, etc—you can spend some time making basic is, they say she's guarding a little boy...
changes to them. 71-77 I don't know what the butcher's putting in his new
sausages, but they're delicious. I can't stop eating.
78-84 One of the guards was found dead in his bed the
Viridian wants to do some minor work on his modest other day. He had this awful grin on his face...
home to—eventually—upgrade it to a comfortable
85-91 That farmer's kid that got bit by the wolf—you
lifestyle quality. He spends one secondary activity reckon he's gonna turn at the moon?.
looking for craftsmen to fix the leaking roof. 92-98 I don't trust that new priest, always licking his lips.
Leveling Up
Training
Level Total GP per Level Total GP per
Weeks Week Weeks Week
0-1 1 10 10-11 5 94
Once you've gained enough experience, you can begin 1-2 1 15 11-12 6 115
training to improve your abilities and unlock new heights
of power. Through experimentation with your new-found 2-3 1 20 12-13 6 165
knowledge—practicing new techniques, developing new 3-4 2 15 13-14 7 202
spells, channeling new power—you can spend your 4-5 2 20 14-15 7 295
experience points to gain a level.
But training is not easy or cheap. In addition to the 5-6 3 25 15-16 8 370
experience, you'll also need: 6-7 3 35 16-17 8 536
7-8 4 37 17-18 9 687
1. A mentor: someone to help guide you in your craft— 8-9 4 55 18-19 9 990
an old druid, a drunken monk, a retired fighter.
2. Facilities: a place in which to practice your skills—a 9-10 5 64 19-20 10 1,280
training ground, a wizard's tower, a druid's grove.
3. Gold: coin to pay for your training expenses—research You don't have to complete your training in one unbroken
books, exotic components, hirelings, new tools, block—you can pause it to go adventuring and resume
special weapons, extra facilities. your training again from where you left off once you have
some free time.
Time is Money, Friend
Using these training costs will naturally slow down the pace
Leveling Up
of your game world—it will take a character a minimum of Once you've finished your training, you gain a level and
100 weeks and 41,743 gp to train from level 1 to level 20. all its features. Don't use the fixed value for your new hit
Make sure your campaign setting can accommodate this points—roll this using the appropriate die. You may
pace so that your characters have enough downtime to train. choose your other leveling perks as usual.
patreon.com/giffyglyph | /r/darkerdungeons5e chapter 27: leveling up
85
Valiant returns to Darrowmore with enough XP to Mentor Level Limitations
being leveling up to 4th-level—a process that will cost
As a DM, you may decide that a mentor can only train a
him 30 gp and take 2 full weeks to complete. character up to a particular level—beyond this, a new, more
After completing two weeks of study with Bishop experienced mentor will have to be found.
Vendicus at Unity Spire, Valiant—now 4th-level—joins This is a good way to motivate characters to travel around
your world. But be clear when a mentor has level restrictions
Clanda and Chansi on an expedition to the Deepmarsh. —characters should have a chance to find a replacement.
influential as you, they have both expertise and insight 10 No, I don't trust you.
that can help unlock your character's true potential. 11 No, my secrets are my own.
12 No, I can't without my equipment.
Getting a Mentor
First, you must find a mentor. This is usually an NPC If an NPC refuses to mentor a character, there may be an
related to your class in some fashion—often old or retired opportunity to change their mind. Depending on the
adventurers looking to pass on their wisdom to a new circumstances, this could require a social skill challenge,
generation (or whoever has coin to spare). Asking a combat, a bribe, or an adventure to resolve.
around town is a good start, though some mentors may
live in dangerous or inaccessible areas. Absent Mentors
Once you have found someone, you then need to
convince them that you should be trained. This may not Sometimes, a mentor is not around when you need them
always be straight-forward—mentors are NPCs and, like —they might be travelling out of town, or pre-occupied
all NPCs, they have wants and needs: with important business, or sick, or even dead. Like all
NPCs, mentors have lives to lead. You can't train without
• Magister Ilirio has had his spellbook stolen by the a mentor, so keep an eye on their schedule.
Thieves Guild—he needs it returned.
• Prell's wife lies ill with a mysterious sickness—Prell Variant: Locations
wants her wife cured before she can focus on training.
• Ilmarin doesn't like strangers, and doesn't like you. If your campaign setting doesn't put a particular focus on
NPCs, mentors may not be suitable for your game—
Whatever the reason, you'll need to find a way to get this consider using locations instead.
NPC on your side before they will become a mentor. Like mentors, locations allow characters to train and
level up—and as places in the world, they can be the
setting of small adventures or quest hooks.
DM: The old bard sits alone at the bar, hunched over
an empty mug. What do you do?
Viridian: I join him at the bar, excited. "Damarast The small town of West Drenvil features an old,
Vermost, you're a legend in these parts!" disused mage tower. Though in disrepair, the tower
DM: The old man looks aside at you and nods. itself has a few basic facilities and spellbooks—
"Once," he says quietly, "in ages past". enough for any wizard or sorcerer to use in their
Viridian: I need your help, old man. I can't make training as they level up from 2nd-level to 5th-level.
sense of the songs in my head—I need your wisdom. Rumor has it that a dangerous wraith haunts the old
DM: The bard looks down at his hands, both crippled tower—a wraith that will need to be dealt with first
with age. "I can't. I gave up that life a long time ago." before any serious study can begin.
B FAQ p92
p92
Frequently asked questions.
Random Tables
Proficiencies Language, Basic Instrument (C)
41-50 Lute
Features
01-12 Common
Artisan's Tools 13-24 Dwarvish 51-60 Lyre Favoured Enemy
61-70 Horn 01-07 Aberrations
01-05 Alchemist's suppl… 25-36 Elvish
71-80 Pan Flute 08-14 Beasts
06-10 Brewer's supplies 37-48 Giant
81-90 Shawm 15-21 Celestials
11-15 Calligrapher's sup… 49-60 Gnomish
91-00 Viol 22-28 Constructs
16-20 Carpenter's tools
61-72 Goblin
21-25 Cartographer's to… 29-35 Dragons
73-84 Halfling Skills 36-42 Elementals
26-30 Cobbler's tools
85-96 Orc 43-49 Fey
31-35 Cook's utensils 01-05 Acrobatics
50-56 Fiends
36-40 Glassblower's tools 06-10 Animal Handling
41-45 Jeweler's tools
Language, Exotic 11-15 Arcana
57-63 Giants
64-70 Humanoids
46-50 Leatherworker tools 01-12 Abyssal 16-20 Athletics
71-77 Monstrosities
51-55 Mason's tools 13-24 Celestial 21-25 Deception
78-84 Oozes
56-60 Painter's tools 25-36 Draconic 26-30 History
85-91 Plants
61-65 Potter's tools 37-48 Deep Speech 31-35 Insight
92-98 Undead
66-70 Smith's tools 49-60 Infernal 36-40 Intimidation
FAQ
RACE ALIGNMENT
ARMOR
SAVING THROWS CLASS RESISTANCES & IMMUNITIES INITIATIVE SPEED
STR INT
DEX WIS CURRENT TEMPORARY EXPERIENCE
SKILLS d8 d12
CONSTITUTION DEATH SAVE UNARMORED
HIT DICE FAILURES INSPIRATION
AC
Acrobatics
Animal Handling
Arcana
Athletics
Deception
PASSIVE
PERCEPTION SENSES
Habit
DETAILS IDEALS
MEMORIES
ADDITIONAL NOTES
NAME 5 4 3 2 1 NAME 20 12 10 8 6 4 1
RATIONS COPPER
WATERSKIN SILVER
EQUIPMENT
SPELL DETAIL
MAGICAL BURNOUT
0 CANTRIPS 3 6
1 7
NAME 5 4 3 2 1 NAME 20 12 10 8 6 4 1
RATIONS COPPER
WATERSKIN SILVER
EQUIPMENT
OTHER HOLDINGS
Name Name
Description Description
Name Name
Description Description
Habit
DETAILS IDEALS
MEMORIES
ADDITIONAL NOTES
NAME 5 4 3 2 1 NAME 20 12 10 8 6 4 1
RATIONS COPPER
WATERSKIN SILVER
EQUIPMENT
NAME 5 4 3 2 1 NAME 20 12 10 8 6 4 1
RATIONS COPPER
WATERSKIN SILVER
EQUIPMENT
OTHER HOLDINGS
Name Name
Description Description
Name Name
Description Description
1 1 1 1 3
3
2 2 2 2
2 2 4 6
3 3 6 9
SPELLBOOK
Day:
Day:
Week:
ADDITIONAL NOTES
Month:
ADDITIONAL NOTES
TIME OF DAY DANGER ROLL EVENT DISCOVERY GUIDE FORAGER SCOUT LOOKOUT CONDITIONS
Dawn +1 hunger & thirst
Morning
Noon +1 fatigue
Afternoon
Dusk +1 hunger, thirst, & fatigue
Night
TIME OF DAY DANGER ROLL EVENT DISCOVERY GUIDE FORAGER SCOUT LOOKOUT CONDITIONS
Dawn +1 hunger & thirst
Morning
Noon +1 fatigue
Afternoon
Dusk +1 hunger, thirst, & fatigue
Night
TIME OF DAY DANGER ROLL EVENT DISCOVERY GUIDE FORAGER SCOUT LOOKOUT CONDITIONS
Dawn +1 hunger & thirst
Morning
Noon +1 fatigue
Afternoon
Dusk +1 hunger, thirst, & fatigue
Night
TIME OF DAY DANGER ROLL EVENT DISCOVERY GUIDE FORAGER SCOUT LOOKOUT CONDITIONS
Dawn +1 hunger & thirst
Morning
Noon +1 fatigue
Afternoon
Dusk +1 hunger, thirst, & fatigue
Night
ADDITIONAL NOTES
What Next?
Monster Maker Monster Maker App
Want to make new D&D 5e monsters in just a few Want to create monsters in seconds using your phone or
seconds? Then try Giffyglyph's Monster Maker, 60+ computer? Then try Giffyglyph's Monster Maker
pages of tables, tweaks, and advice: webapp, featuring:
• Swap out Challenge Ratings for easy monster levels. • Create your own monster vault in just a few clicks.
• Build any monster with simple monster stats. • Build minions, standards, elites, & solos.
• Give your monsters some identity with monster roles. • Apply monster roles for quick, balanced variety.
• Add traits & powers for variety in your combat. • Keep your monster vault for later with save & load.
• Use freeform attacks for dynamic encounters. • Customise monsters with traits, powers, & notes.
• Build encounters in seconds with monster points. • Add monsters to your own customised encounter list.
• And many more. • And many more.
Find it at: www.giffyglyph.com! Find it at: www.giffyglyph.com/monstermaker!
GIFFYGLYPH