
The Krawl: Rule Book

Contents
Introduction
Your Dungeon Master weaves the tale while you forge your legend. The Krawl is an open-world, endless RPG that captures the spirit of classic pen-and-paper adventures. Create heroes defined by race, class, and ever-evolving abilities as you delve into perilous castles, ancient dungeons, forgotten crypts, crumbling ruins, and sprawling kingdoms.
Every action—combat strikes, skill attempts, magical incantations—resolves with a single d20 roll, keeping gameplay swift and decisive. The world is yours to explore, and your choices will shape the story.

Characters

Abilities
All characters have six abilities. Ability scores are integers (e.g., -3, -2, -1, 0, +1, +2, +3, …) with no max or min; 0 is an average human, with every point roughly equal to a 10% change. For example + 10 would be 100% better than the average human.
Scores act as modifiers to combat, skill checks, and saving throws.
- Strength (STR): Modifies melee attack's chance to hit H, and damage D.
- Dexterity (DEX): Modifies ranged/thrown attack's chance to hit H, Armor chance to be hit, and initiative rolls.
- Constitution (CON): Modifies hit points gained per level.
- Intelligence (INT): Modifies Mage spell potency.
- Wisdom (WIS): Modifies Cleric spell potency.
- Charisma (CHA): Modifies social interactions.
Races

Starting player races include Human, Elf, Dwarf and Orc. Baseline value for all stats is 0 - representing the average human. Starting stat adjustments for player races are as follows:
Race | STR | INT | WIS | DEX | CON | CHA | Racial Traits |
---|---|---|---|---|---|---|---|
Human | 0 | 0 | 0 | 0 | 0 | 0 | None |
Elf | -1 | +1 | 0 | +1 | -1 | 0 | Heightened sense of Hearing |
Dwarf | +1 | 0 | 0 | -1 | +1 | -1 | Low-Light Vision |
Orc | +2 | -1 | -1 | 0 | +1 | -1 | Heightened sense of Smell |
Classes
Each class offers a combinations ability bonuses, special abilities, and weapon restrictions.

Fighter
- +1 STR
- Special: +1 to all weapon damage rolls
- Armor: Any
- Weapons: Any
- Minimum HP gained/Level: 10
Cleric
- +1 WIS
- Special: Prayerbook of learned spells
- Special: Banish Undead (d20 + WIS + Level vs. undead modifiers, flees if higher or equal level, destroyed if lower level)
- Armor: Any
- Weapons: Blunt only (mace, hammer, staff, sling)
- Minimum HP gained/Level: 7
Thief
- +1 DEX
- Special: Sneak Attack (bonus Level modifier to H and D from surprise/hidden)
- Special: +2 lock picking, disarming traps, stealth modifier
- Armor: Light, Medium
- Weapons: Missile and one-handed melee (sword, dagger, club, sling, bow, crossbow)
- Minimum HP gained/Level: 6
Mage
- +1 INT
- Special: Spellbook of learned spells
- Armor: Light
- Weapons: Dagger, staff, sling, bow
- Minimum HP gained/Level: 5
Equipping incompatible armor or weapons for your class enforces a an >Attack and Defense penalty = -1H/-1D * Level * # of incompatible equipped items.
Hit Points

HP gained per level: Roll d20 + CON modifier. If roll is less than the minimum HP gained/Level for their class, the character gains the minimum HP.
Natural Healing: Roll d20 + CON modifier per rest (8 hours minimum).
Alignments
You can choose to be Lawful, Neutral, or Chaotic.
Your alignment affects your interactions with other characters and the world. If you perform actions that are not aligned with your alignment, you may be punished by the gods or other characters.
You cannot change your alignment except through extraordinary means.
Languages
Almost every civilized race and intelligent creature speaks the Common Tongue. Although some rare beast and monstrocities may not, for those you will need to learn their language.
Leveling

Experience (XP) Requirements
- Level 2 = 2,000 XP
- Level 3 = 5,000 XP
- Level 4 = 12,500 XP
- Each level 2.5x more XP than the previous level thereafter
XP Rewards
- Killing enemies: 100 XP (per level above your level) + 100XP.
- No XP for killing less than your level.
- Treasure: 1 XP per value of gp.
Benefits per Level
- +1 to any ability (no max/min)
- HP = d20 + CON modifier
Skill Checks & Saving Throws
Any action requiring skill or resisting effects uses a d20 + relevant ability modifier + equipment modifiers + Level vs. DM-set Difficulty Level (includes factors like complexity, fatigue, environment, weather, previous attempts, etc.):
Difficulty Levels (Guideline only - DM may set higher or lower)
- 5 = easy
- 10 = normal
- 15 = hard
Natural 20 = auto-success (often with extra benefit). Natural 1 = auto-failure (often with narrative complication).

Repeating failed skill checks become more difficult unless circumstances affecting the attempt have changed.
If skill checks involve NPCs, the DM may roll opposing checks for each to counter to the player's action.
Examples: STR = lift gates, break walls; DEX = dodge traps, balance; CON = resist poison; INT = magic resistance; WIS = lore; CHA = persuade/intimidate.
Weapons & Armor Explained (H/D)
Weapons and armor play an important role in determining the chance to hit/being hit and the damage dealt/taken. A single D20 roll determines both if the attack hits and the damage taken.
Attacks have a base difficulty of 10 (10 or better required to hit).
- Roll required to hit = 10 + Defender's (H) modifiers - Attacker's (H) modifiers.
- Damage taken = Roll from hit result - Roll required to hit + Attacker's (D) modifiers - Defender's (D) modifiers.
Weapons H/D
- Hit Modifier (H): Added to the attackers roll to hit.
- Damage Modifier (D): Added to the attacker's damage total
Armor H/D
- Hit Modifier (H): Subtracted from the attacker's roll to hit.
- Damage Modifier (D): Subtracted from the attacker's damage total.
Weapons
Weapons provides two stats:
- Hit Modifier (H): affects chance to hit.
- Damage Modifier (D): affects damage dealt.
Weapon | Hit (H) | Damage (D) | 2 Handed |
---|---|---|---|
Arrow | +3 | 0 | No |
Dagger | +1 | +1 | No |
Staff | +3 | 0 | Yes |
Long Sword | +2 | +2 | Yes |
Short Sword | +1 | +2 | No |
Mace | 0 | +3 | No |
Battle Axe | +1 | +4 | Yes |
Crossbow | +4 | +2 | Yes |
Spear | +3 | +1 | Yes |
War Hammer | 0 | +3 | No |
Sling | +2 | +1 | Yes |

Armor

Armor provides two stats:
- Hit Modifier (H): affects chance to be hit.
- Damage Modifier (D): affects damage taken (soak).
Light Armor
Does not affect chance of getting hit, but offers low damage soak. Types: Cloth, Leather.
Medium Armor
Slightly increases chance of being hit and offers moderate damage soak. Types: Studded Leather, Chainmail.
Heavy Armor
Increases chance of being hit but offers high damage soak. Types: Plate mail.
Armor Type | Helm | Chest | Gloves | Legs | Shield |
---|---|---|---|---|---|
Light D Mods | 0/+1 | 0/+1 | 0/+1 | 0/+1 | 0/+2 |
Medium D Mods | -1/+2 | -1/+2 | -1/+2 | -1/+2 | -1/+3 |
Heavy D Mods | -2/+3 | -2/+3 | -2/+3 | -2/+3 | -2/+4 |
Heavier armor makes character easier to hit, but harder to damage. Rare discoveries of magic armor have been rumored to offset these negative effects.
Magic
There are two types of magic known to exist in the world of The Krawl.
Arcane magic is the magic of the mages, and is based on the study of the arcane, the study of the universe and the laws of the universe.
Divine magic is the magic of the clerics, and is based on the study of the divine, the study of the gods and the laws of the gods.

Spells Per Combat
Clerics and Mages: 1 spell per level (resets each combat).
Learning Spells
Mages and Clerics learn via scrolls or teachers, recorded in spellbooks/prayer lists.
Both Mage and Cleric spells may offer Offensive or Defensive H and D modifiers depending on the effect and power of the spell.
Casting Spells
- A Natural roll of 20 = auto-success (extraordinary success); a natural roll of 1 = auto-fail (disastrous mishap)
- Casting higher-level spells of your profession than your level requires a save vs. (10 + level difference) or the spell fizzles.
Scrolls & Cross-Casting
- Anyone may use a scroll once (consumes it). Save: INT (mage spell) or WIS (cleric spell) vs. 10 + spell level.
- Cross-class, e.g. a mage casting a cleric spell, must also save. Failure means the spell is lost and the scroll is destroyed.
Combat System
Combat is turn-based and resolved with a single d20 mechanic. Armor grants both (H)it avoidance and (D)amage Soak (mitigation). Heavy armor makes you easier to hit but reduces incoming damage. Light armor makes you harder to hit but leaves you vulnerable.
Combat Flow (Step-by-Step)
- Spot Trouble → Call Combat: DM declares combat begins.
- Place Combatants: DM determines if each NPC is a friend, foe or neutral.
- Initiative: Every combatant rolls a d20 + DEX (ties favor attacker), turn order is determined by the order of the highest rolls.
- Start of Turn: Apply ongoing effects.
- Choose Action: Attacker can move, attack, cast a spell, use an item, or any other action.
- Resolve Attacks/Actions:
- Melee Attack = d20 + STR + Weapon H + Level
- Ranged/Thrown Attack = d20 + DEX + Weapon H + Level
- Magic Attack = d20 + INT/WIS + Spell H + Level
- Calculate Required roll to hit = 10 + Defender's (H) modifiers - Attacker's (H) modifiers
- If roll ≥ roll required to hit, the attack hits. Nat 20 = auto-hit; Nat 1 = auto-miss.
- Actions resolve with skill checks, saving throws, or other rules.
- Apply Damage (on hit):
- Damage taken = Roll to Hit result - Roll required to hit + Attacker's (D) modifiers - Defender's (D) modifiers
- Minimum = 1 damage
- Critical Twists: Nat 20 → auto-hit + narrative twist (save Difficulty Level 15). Nat 1 → auto-miss + mishap (save Difficulty Level 15).
- Other Saves: For poisons, hazards, spells: d20 + mods + Level vs. Difficulty Level (5/10/15).
- End of Turn: Apply effects; pass to next combatant.
- New Round: Repeat initiative order.
- After Combat: Loot, conditions, recovery. Rest overnight = regain d20 + CON modifier HP. 0 HP = unconscious; -10 HP = death.
Critical Twists
A natural 20 or natural 1 on a d20 triggers dramatic narrative shifts in combat, skill checks, or spell casting, enhancing the story with significant outcomes. Affected parties may attempt a save to resist or mitigate these effects.
Natural 20: Critical Twist
A natural 20 guarantees success (auto-hit for attacks, auto-success for skills/spells) and introduces a critical twist, such as ending combat, altering the environment, or shifting alliances. The affected party (usually the defender) makes a save: d20 + relevant ability modifier + Level vs. DC 15. Success negates or reduces the twist; failure triggers the full effect.
- Combat Example: "Your strike knocks the Orc captain toward the bridge railing, risking a plunge." (DEX save; failure ends combat via fall.)
- Skill Example: "Your persuasion sways the entire crowd to join you." (CHA save for leader; failure shifts their faction's loyalty.)
- Spell Example: "Your fireball ignites the room's tapestries, spreading chaos." (DEX save for foes; failure traps them in flames.)
Natural 1: Mishap
A natural 1 guarantees failure (auto-miss for attacks, auto-fail for skills/spells) and triggers a mishap, such as equipment failure, negative effects to the caster, or escalating threats. The attacker or acting character makes a save: d20 + relevant ability modifier + Level vs. Difficulty Level 15. Success avoids or mitigates the mishap; failure applies the full consequence.
- Combat Example: "Your wild swing risks snapping your sword." (STR save; failure breaks the weapon.)
- Skill Example: "Your failed lock-picking jams the mechanism." (DEX save; failure permanently locks the door.)
- Spell Example: "Your miscast spell backfires, sparking arcane feedback." (CON save; failure deals minor damage.)
DM Guidance: Choose the relevant ability for saves based on the twist/mishap (e.g., DEX for dodging, STR for resisting disarm, WIS for mental effects). Twists can end fights, create opportunities, or introduce new threats, but ensure lethal outcomes suit the narrative (e.g., reserve instant-death twists for minions or weakened foes).
Natural 20: Critical Twist
A natural 20 guarantees success (auto-hit for attacks, auto-success for skills/spells) and introduces a critical twist, such as ending combat, altering the environment, or shifting alliances. The affected party (usually the defender) makes a save: d20 + relevant ability modifier + Level vs. Difficulty Level 15. Success negates or reduces the twist; failure triggers the full effect.
- Combat Example: "Your strike knocks the Orc captain toward the bridge railing, risking a plunge." (DEX save; failure ends combat via fall.)
- Skill Example: "Your persuasion sways the entire crowd to join you." (CHA save for leader; failure shifts their faction’s loyalty.)
- Spell Example: "Your fireball ignites the room’s tapestries, spreading chaos." (DEX save for foes; failure traps them in flames.)
Natural 1: Mishap
A natural 1 guarantees failure (auto-miss for attacks, auto-fail for skills/spells) and triggers a mishap, such as equipment failure, self-harm, or escalating threats. The attacker or acting character makes a save: d20 + relevant ability modifier + Level vs. Difficulty Level 15. Success avoids or mitigates the mishap; failure applies the full consequence.
- Combat Example: "Your wild swing risks snapping your sword." (STR save; failure breaks the weapon.)
- Skill Example: "Your failed lock-picking jams the mechanism." (DEX save; failure permanently locks the door.)
- Spell Example: "Your miscast spell backfires, sparking arcane feedback." (CON save; failure deals minor damage.)
DM Guidance: Choose the relevant ability for saves based on the twist/mishap (e.g., DEX for dodging, STR for resisting disarm, WIS for mental effects). Twists can end fights, create opportunities, or introduce new threats, but ensure lethal outcomes suit the narrative (e.g., reserve instant-death twists for minions or weakened foes).
Death & Resurrection

Death is not always the end—if you've bound yourself to a deity. Your actions determine what is lost or protected upon returning.
Death Threshold
0 HP = unconscious, -10 HP = death. (See player resurrection below)
Altar Binding
- You may be bound to one Deity's Altar at a time. You only unbind by dying.
- Alignment limits:
- Lawful → may bind to Lawful or Neutral.
- Neutral → may bind to Lawful, Neutral, or Chaotic.
- Chaotic → may bind to Chaotic or Neutral.
- Binding check: Roll a saving throw (DC set by deity's power).
- Natural 1 → catastrophic failure: gain an Affliction (DM-determined; may be permanent).
- Natural 20 → receive a Boon (DM-determined; may be permanent).
- Divine expectations: The DM may declare tasks owed to the deity after binding; failure risks the deity's wrath.
Resurrection
Player Resurrection
- On death...
- If bound to an Altar you will resurrect at your bound Altar.
- If not bound to an Altar your character will be permanently lost, however you will be reincarnated as a new character into a world that has been shaped by the life of your previous character.
- XP Loss (by default): lose 1 level's worth of XP (XP required for current level minus the previous level's requirement).
- Offerings (must be made before death):
- At your bound altar, you may offer Gold to your deity to reduce the XP loss on your next resurrection.
- 1 Gold = 1 XP protected from the loss.
NPC Resurrection
Players may choose to resurrect NPCs at any alter that aligns with the NPC's alignment, but at a significant cost. The player must offer an amount of gold equal to the NPC's experience points. This act of loyalty will fully restore the NPC without XP loss. After the donation is received, the NPC will return to the world with no penalty to their level. Deities can be fickle however, so the player must make a Normal difficulty savings throw to be successful. If the player rolls a natural 1, the NPC will be lost to the world forever. A natural 20 will restore the NPC with a permanent boon or other benefit (DM's discretion).
The Adventure Begins

In The Krawl the world unfurls before you as a boundless tapestry of possibility, where every choice you make weaves the threads of your destiny. From sprawling towns to majestic kingdoms, across vast oceans and into realms beyond imagination, you are the architect of your journey. Forge unbreakable bonds or topple mighty foes; serve with loyalty or command with authority. In this endless expanse, your path is yours alone to carve, limited only by the fire of your will.
And so the story begins...
Appendix – Full Weapon List
Weapons provide two stats: H (bonus to the attacker’s hit roll) and D (damage bonus). Faster, lighter weapons generally offer higher H but lower D, while heavier, slower weapons offer higher D at the cost of H. Two-handed weapons trade the use of a shield for greater reach and damage potential.
Weapon | Category | Hands | Type | H | D | Description | Classes | Value (GP) | Weight (lbs) |
---|---|---|---|---|---|---|---|---|---|
Arrow | Projectile | 2 | Piercing | +3 | 0 | Accurate arrow for bows. | Fighter, Thief, Mage | 1 | 0.1 |
Quarrel (Bolt) | Projectile | 2 | Piercing | +2 | +1 | Standard bolt for crossbows. | Fighter, Thief | 2 | 0.2 |
Short Bow | Projectile | 2 | — | +3 | +1 | Quick, short-draw bow. | Fighter, Thief, Mage | 20 | 2.0 |
Long Bow | Projectile | 2 | — | +3 | +2 | Tall bow, great range. | Fighter, Thief, Mage | 35 | 3.0 |
Composite Short Bow | Projectile | 2 | — | +3 | +2 | Laminated compact bow. | Fighter, Thief, Mage | 40 | 2.5 |
Composite Long Bow | Projectile | 2 | — | +4 | +2 | Powerful laminated bow. | Fighter, Thief, Mage | 60 | 3.2 |
Light Crossbow | Projectile | 2 | — | +4 | +1 | Light prod, fast reload. | Fighter, Thief | 45 | 4.5 |
Heavy Crossbow | Projectile | 2 | — | +3 | +3 | Slow reload, huge power. | Fighter, Thief | 75 | 8.0 |
Sling | Projectile | 2 | Blunt | +2 | +1 | Leather sling for stones. | Fighter, Cleric, Thief, Mage | 2 | 0.2 |
Dart | Thrown | 1 | Piercing | +3 | 0 | Quick throwing spike. | Fighter, Thief | 1 | 0.3 |
Javelin | Thrown | 1 | Piercing | +2 | +2 | Light throwing spear. | Fighter, Thief | 6 | 2.0 |
Throwing Axe | Thrown/Melee | 1 | Slashing | +1 | +2 | Balanced for throwing. | Fighter, Thief | 8 | 3.0 |
Dagger | Thrown/Melee | 1 | Piercing | +2 | +1 | Quick stabbing blade. | Fighter, Thief, Mage | 5 | 1.0 |
Knife | Thrown/Melee | 1 | Piercing/Slashing | +2 | +1 | Utility blade. | Fighter, Thief | 3 | 0.8 |
Club | Melee | 1 | Blunt | 0 | +1 | Crude weighted stick. | Fighter, Cleric, Thief | 1 | 3.5 |
Quarterstaff | Melee | 2 | Blunt | +2 | +1 | Hardwood staff. | Fighter, Cleric, Mage | 4 | 4.0 |
Mace | Melee | 1 | Blunt | +1 | +3 | Flanged head crushes armor. | Fighter, Cleric | 12 | 6.0 |
War Hammer | Melee | 1 | Blunt | +1 | +4 | Hammer head with pick side, ideal vs plate. | Fighter, Cleric | 15 | 7.0 |
Morning Star | Melee | 1 | Blunt | 0 | +3 | Spiked ball on haft; crushing and puncture. | Fighter, Cleric | 20 | 6.5 |
Flail | Melee | 1 | Blunt | 0 | +3 | Chain-hinged striking head; bypasses shields. | Fighter, Cleric | 22 | 7.2 |
Short Sword | Melee | 1 | Piercing | +2 | +2 | Fast thrusting sword. | Fighter, Thief | 15 | 2.5 |
Long Sword | Melee | 1 | Slashing | +1 | +3 | Balanced arming sword. | Fighter | 25 | 3.5 |
Broad Sword | Melee | 1 | Slashing | 0 | +3 | Wide chopping blade. | Fighter | 30 | 4.0 |
Two-Handed Sword | Melee | 2 | Slashing | 0 | +4 | Greatsword with reach. | Fighter | 60 | 6.5 |
Catapult | Siege | 4+ | Blunt | -10 | +25 | Massive torsion engine. | Fighter (Crew) | 500 | 2000.0 |
Trebuchet | Siege | 6+ | Blunt | -20 | +30 | Counterweight-powered. | Fighter (Crew) | 800 | 2800.0 |
Class rules used: Fighter – any; Cleric – blunt only (& sling); Thief – missile and one-handed melee (e.g., sword, dagger, club, sling, bow, crossbow); Mage – dagger, staff, sling, bow. Two-handed weapons can’t be used with shields.
Appendix – Full Armor List
Armor provides two stats: H (penalty to attackers’ hit rolls) and D (damage soak). Heavier armor offers more soak but makes you easier to hit; shields add extra soak at the cost of H.
Armor | Category | Slot | H | D | Description | Classes | Value (GP) | Weight (lbs) |
---|---|---|---|---|---|---|---|---|
Cloth Cap | Light | Head | 0 | +1 | Padded coif/cap. | All | 2 | 0.5 |
Cloth Robe/Tunic | Light | Chest | 0 | +1 | Layered fabric. | All | 3 | 2.0 |
Cloth Gloves | Light | Hands | 0 | +1 | Soft gloves. | All | 1 | 0.3 |
Cloth Trousers | Light | Legs | 0 | +1 | Soft leggings. | All | 2 | 1.5 |
Cloth Shoes | Light | Feet | 0 | +1 | Soft shoes. | All | 2 | 1.0 |
Leather Cap | Light | Head | 0 | +1 | Boiled leather skullcap. | All | 4 | 1.0 |
Leather Jerkin | Light | Chest | 0 | +1 | Leather torso guard. | All | 6 | 5.0 |
Leather Gloves | Light | Hands | 0 | +1 | Fingered gloves. | All | 3 | 0.8 |
Leather Greaves | Light | Legs | 0 | +1 | Reinforced leggings. | All | 4 | 4.0 |
Leather Boots | Light | Feet | 0 | +1 | Soft-soled boots. | All | 4 | 3.5 |
Buckler | Light | Shield | 0 | +2 | Small fist shield. | Fighter, Cleric, Thief | 6 | 5.0 |
Studded Coif | Medium | Head | -1 | +2 | Leather with studs. | Fighter, Cleric, Thief | 10 | 3.0 |
Studded Leather | Medium | Chest | -1 | +2 | Rigid leather with studs. | Fighter, Cleric, Thief | 14 | 15.0 |
Studded Gloves | Medium | Hands | -1 | +2 | Reinforced gloves. | Fighter, Cleric, Thief | 8 | 2.0 |
Studded Leggings | Medium | Legs | -1 | +2 | Guarded thighs/shins. | Fighter, Cleric, Thief | 10 | 10.0 |
Studded Boots | Medium | Feet | -1 | +2 | Hardened boots. | Fighter, Cleric, Thief | 10 | 8.0 |
Chain Coif | Medium | Head | -1 | +2 | Mail rings over head. | Fighter, Cleric, Thief | 12 | 4.0 |
Chain Shirt | Medium | Chest | -1 | +2 | Mail torso coverage. | Fighter, Cleric, Thief | 18 | 20.0 |
Mail Mitts | Medium | Hands | -1 | +2 | Mail-backed gloves. | Fighter, Cleric, Thief | 10 | 3.0 |
Chain Chausses | Medium | Legs | -1 | +2 | Mail leggings. | Fighter, Cleric, Thief | 14 | 15.0 |
Mail Boots | Medium | Feet | -1 | +2 | Ringmail boots. | Fighter, Cleric, Thief | 12 | 10.0 |
Kite/Round Shield | Medium | Shield | -1 | +3 | Full arm shield. | Fighter, Cleric | 15 | 12.0 |
Great Helm | Heavy | Head | -2 | +3 | Fully enclosed helmet. | Fighter, Cleric | 25 | 8.0 |
Plate Cuirass | Heavy | Chest | -2 | +3 | Rigid chest/back plate. | Fighter, Cleric | 40 | 45.0 |
Plate Gauntlets | Heavy | Hands | -2 | +3 | Articulated plates. | Fighter, Cleric | 22 | 6.0 |
Plate Greaves | Heavy | Legs | -2 | +3 | Full leg coverage. | Fighter, Cleric | 30 | 30.0 |
Plate Sabatons | Heavy | Feet | -2 | +3 | Plated shoes. | Fighter, Cleric | 18 | 12.0 |
Tower Shield | Heavy | Shield | -2 | +4 | Massive wall shield. | Fighter | 30 | 20.0 |
Class equipment rules: Fighter – Any; Cleric – Any; Thief – Light, Medium; Mage – Light. Equipping incompatible items imposes -1H/-1D × Level × # of incompatible items.
Armor Set Reference (Totals)
Set (no shield) | Total H | Total D | Notes |
---|---|---|---|
Light (Head+Chest+Hands+Legs+Feet) | 0 | +5 | Max mobility/stealth; best for Mages/Thieves. |
Medium (Head+Chest+Hands+Legs+Feet) | -5 | +10 | Balanced soak with modest hit penalty. |
Heavy (Head+Chest+Hands+Legs+Feet) | -10 | +15 | Top soak; easiest to hit—pair with high D or control. |
Shield Add-On | Extra H | Extra D | Typical Users |
---|---|---|---|
Buckler (Light) | 0 | +2 | Thieves, light-armor fighters/clerics. |
Kite/Round (Medium) | -1 | +3 | Fighters, clerics; line combatants. |
Tower (Heavy) | -2 | +4 | Shield-wall, defenders, sacred guardians. |
Appendix – Common Traps & Tricks
Classic dungeon hazards with standardized (H/D) attack values and on-fail Afflictions. Traps make an attack using their H vs. the target’s required roll (base 10, modified as usual). On a hit, apply damage using the trap’s D and then apply the listed Afflictions/saves. Refer to the Afflictions Manual for details on Burning, Chilled, Electrified, Poisoned, Bleeding, Crippled, Prone, Restrained, Exhausted, and Asleep.
Trap / Trick | Trigger | Detect / Disarm (DL) | Atk / Dmg | Afflictions on Fail | Save | Notes |
---|---|---|---|---|---|---|
10-Foot Pit | Hidden cover (weight) | 10 / 10 | +0 / +2 | Prone; on severe fall, Crippled (DM) | DEX 10 to grab edge (on miss, fall) | Common in corridors; add spikes/water for variants. |
10-Foot Spiked Pit | Hidden cover (weight) | 10 / 12 | +1 / +3 | Bleeding; Prone; possible Crippled (DM) | DEX 12 to catch edge; CON 12 to staunch bleeding | Spikes may be poisoned (apply Poisoned). |
Arrow Slit (Tripwire) | Tripwire across hall | 12 / 12 | +3 / +2 | Bleeding (on hit) | DEX 12 to dodge | Multiple volleys possible; poisoned arrows cause Poisoned. |
Scything Blade | Pressure plate | 12 / 12 | +2 / +3 | Bleeding; on high damage also Crippled | DEX 12 to duck | Often chained in corridors with alternating timing. |
Poison Needle Lock | Lock pick or wrong key | 12 / 13 | +3 / +0 | Poisoned (on prick) | CON 12–16 vs toxin potency | Disarming disables both needle and poison ampule. |
Dart Wall | Floor plate | 10 / 12 | +3 / +1 | Bleeding (on hit) | DEX 12 to evade | Fires in a cone; crouching grants +1 defensive H. |
Rolling Boulder | Pedestal disturbance | 10 / 10 | +1 / +5 | Prone; possible Crippled on heavy impact | DEX 15 to sprint aside | High noise; can alert nearby rooms. |
Crushing Ceiling | Hidden lever/timer | 12 / 14 | +0 / +6 | Restrained if pinned; Prone; Exhausted after escape | STR 15 to lift or DEX 12 to slip out | Telegraph with grinding gears and falling dust. |
Flame Jet | Pressure plate / tripwire | 12 / 12 | +2 / +2 | Burning (ongoing) | DEX 15 to avoid; CON 15 to end Burning | Water/oil interactions follow Burning rules. |
Freezing Mist Nozzles | Hidden valve | 12 / 12 | +1 / +1 | Chilled (slowed) | CON 12 to resist | On nat 1 attack while Chilled: skip next turn. |
Lightning Plate | Conductive floor | 12 / 13 | +1 / +3 | Electrified (feedback on melee) | DEX 15 to leap clear | Grounding cancels effect until re-armed. |
Snare Net / Tangle Trap | Tripline | 10 / 12 | +2 / +0 | Restrained (immobile) | STR or DEX 12 to escape | Allies gain +2 H vs. Restrained targets. |
Sleep Gas Vent | Pressure plate | 12 / 13 | +0 / +0 | Asleep (unconscious) | WIS 10 (or CON 12, DM) to resist | Noise wakes targets; auto-crits vs. sleepers apply per rules. |
Falling Block | Loose ceiling stone | 10 / 12 | +2 / +4 | Prone; Bleeding on head/limb hit | DEX 12 to sidestep | Leaves half cover in area (High Ground may apply). |
Swinging Log | Tripline (door) | 10 / 12 | +2 / +3 | Prone; Exhausted on heavy hit (DM) | DEX 12 to duck | Telegraph with scuffed floor and ceiling grooves. |
DM Guidance: Use Detect (INT/WIS) and Disarm (DEX/Tools) at the listed Difficulty Levels. When a trap’s Affliction references a save, use that Affliction’s save type/DC from the manual (e.g., Burning ≈ CON 15; Chilled ≈ CON 12; Electrified ≈ DEX 15; Poisoned ≈ CON 10–16 by potency; Bleeding bandage/medicine ≈ 10; Prone requires stand action; Restrained STR/DEX vs. restraint; Asleep WIS 10).