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Agility: Dodge, tumble, run, shoot.
Brawn: Lift, push, resist, hit.
Cunning: Spot, sneak deceive, cast.
See Attributes
Roll under attribute on 1d20 to succeed.
Well positioned? Roll with Advantage.
Very hard? Roll with Disadvantage.
If failure isn’t interesting or risky, you just do it.
See Attribute Checks
Roll under the most appropriate attribute on 1d20.
If the effect was caused by a creature, roll under the attribute but over the creature’s HD.
You can’t exert yourself on saving throws.
See Saving Throws
After failing an attribute check or an attack roll you can exert yourself and succeed. add or subtract as many points from your failed roll as needed to make it a success. Then subtract that many points from your attribute.
Exerted attributes may be restored or improved when you recover.
See Exertion
When you encounter residents of the dungeon whose attitude is not clear, roll 2d6.
Reaction | 2d6 |
---|---|
2-3. | Friendly |
4-6. | Helpful |
7. | Uninterested |
8-10. | Hostile |
11-12. | Murderous |
See Reactions
Roll 1d20 vs Agility. Roll under to act before enemies, under to act after.
Roll exactly your Agility: take a quick action and act before enemies.
Adventurers using scroll act last.
Re-roll initiative at the beginning of each combat round.
Roll 1d20 under Brawn (Melee) or Agility (Ranged) and over the enemy AC to hit.
Roll your attribute exactly to take another free attack.
Roll enemy AC exactly to lower AC by 1 but deal no damage. Armour breaks when it reaches AC 0.
To cast a Ritual during combat, roll 1d20 under Cunning and over any damage you already took that round.
See Making An Attack, Rituals In Combat. and Critical Hits
Once per day you may modify a roll by +/- X when X is your total Scars. You must modify the roll by exactly this amount.
See Using Scars
At 0 health, rol 2d6.
See Dying and Choose Scars
Award 100XP per HD for enemies defeated, avoided, or captured. XP is split equally among party members.
See and Dungeon Denizens and Being Attacked
HD | Attacks/Round |
---|---|
1-3. | One |
4-7. | Two |
8-11. | Three |
12+ | Four |
Roll when a lone enemy reaches half health or each time an enemy in a group dies.
Morale Roll: 1d20 vs. (10 + HD)
See Morale
Rest somewhere safe for the night to recover 1d6 health.
Exerted attributes require a week of uninterrupted bed rest. At the end of the week:
Attribute can’t be increased above 18 by resting.
See Resting