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Darker Dungeons: Quick Reference

Training p8 Wear & Tear p14 Active Initiative p18


Level Weeks Gold Level Weeks Gold Category Effect 1. Who goes first?: Decide who acts first, usually
1 — — 6 3 25 Weapon Gains a notch when you critically fail by rolling initiative—the highest roll goes first.
2 1 15 7 3 35 an attack. Each notch reduces the 2. Take turns: Take your turn. Once you've
damage die you roll by one step. finished your actions, you get to pick who
3 1 20 8 4 37
Armor Gains a notch when you are critically goes next. This can be anyone that hasn't
4 2 15 9 4 55
hit. Each notch reduces your total AC acted yet, friend or foe.
5 2 20 10 5 64 by 1. 3. End the round: Once everyone's acted, end
Focus Gains a notch when you critically fail the round and clear up any expired effects—
Inventory Space p10 to cast a spell while holding it. Each spells, powers, timers, etc.
You carry items in containers—bags, pouches, notch reduces your spellcasting 4. Start a new round: The last person to act gets
ability by 1. to decide who starts the new round—it can't
sheaths, etc. Each container has 3 slots and each
item occupies 1 or more slots. Item Gains a notch whenever appropriate be themselves unless they have no alternative.
—often when it takes direct damage
The bigger you are, the more containers you No delays: You cannot pass or delay once your
or is used in a failed skill check. Each
can carry. But bigger armor means less space and notch reduces effectiveness by 1. turn begins, but you can ready an action.
fewer containers. Interrupt: Before an enemy acts, you can
Item Quality p14 spend your inspiration to interrupt and take your
Inventory: Character Size p10 turn. At the end of your turn, control reverts back
Quality Description to whichever enemy was interrupted.
Size Containers Size Containers Pristine Never been notched. This item looks,
Tiny 3 Large 7 feels, and smells brand new.
Small 5 Huge 9 Worn Has had only one notch at a time. This
Social Interaction p20
Medium 6 Gargantuan 13 item has one main defect. When interacting with an NPC, the context of
Well- Has had two notches at one time. This your interaction determines which ability you are
Inventory: Armor p10 worn item shows heavy signs of use. using: smarts (intelligence), feelings (wisdom),
Scarred Has had four or more notches at one and presence (charisma).
Armor Containers Armor Containers time. This item looks shabby and in
None +0 Medium -2 • Intelligence: You're trying to be clever. Debate,
poor condition.
reason, negotiate, lie, manipulate, and wit.
Light -1 Heavy -3
• Wisdom: You're trying to soothe or connect
Ammunition p15 feelings. Rapport, empathise, calm, discretion,
Inventory: Item Sizes p10
Roll your Ammunition die whenever you take a judgement, and tact.
Size Slots Description shot: if you roll a 1, your ammunition die gets • Charisma: You're trying to be likeable or
Tiny 1/5 Smaller than a hand; Can hold one size smaller. dominating. Charm, bluff, banter, incite,
many in one hand. If you're down to one piece of ammunition command, and intimidate.
Small 1 Up to a handspan / 9 inches and you use it, that's it—it's gone.
long; Held comfortably with Replenish your ammunition to increase the Skill Checks p20
one hand. size of your die.
Skills are not tied to a single ability. You may add
Medium 2 Up to an arms-length / 2ft
long; Held with one hand. your skill bonus to any appropriate ability check.
Active Defence p17
Large 3 Longer than an arm; Requires
one or two hands to hold. The DM doesn't make attack rolls—instead, the Tools p20
players make defence rolls. Roll d20 + your AC vs
Add your proficiency bonus to any ability check
the monster's attack bonus + 22. If your defence
Container Categories p10 made with a proficient tool. If you are proficient
equals or beats the DC, your character avoids the
Type Description with both a tool and a skill, add your proficiency
attack. If you fail, the attack hits you.
Bag Holds any items. Needs a full turn and bonus and make your roll with advantage.
Advantage: If the attacker has advantage, you
two free hands to retrieve an item. have disadvantage on the defence roll—and vice
Pouch Holds medium, small, and tiny items. versa if they have disadvantage. Conditions p21
Needs a bonus action and a free hand Criticals: If the defence roll comes up as a Conditions track your physical state and can be
to retrieve an item. natural 1, the attack critically hits you. used by your DM to make life more complicated.
Belt Holds small and tiny items. Needs a There are six Conditions to track: health, light,
free action and a free hand to retrieve
an item. Degrees of Success p19 temperature, hunger, thirst, and fatigue.
Sheath Holds weapons and shields. Can draw a • Critical Success: You succeeded by 10 or
weapon with a free action. Can hold a more on a skill check, or rolled a natural 20 on Lighting p23
single shield, occupying 1 slot. an attack. Something great happens to you. Type Light Range Type Light Range
Quiver Stores arrows and quarrels. Can hang a • Success: You achieve your goal. Candle -1 5ft Lamp -3 20ft
single bow or crossbow from a quiver, • Minor Failure or Success at a Cost: You failed Torch -2 10ft Lantern -4 40ft
occupying 1 slot. by 1, 2, or 3. You can choose to succeed, but
something very bad also happens as a
Hunger, Thirst & Fatigue p23
Free Storage p12 consequence—negotiate with the DM.
• Failure: You failed by 4 or more. Time Hunger Thirst Fatigue
You can freely carry one ration box, one water-
• Critical Failure: You failed by 10 or more on a Dawn +1 +1 —
skin, and one purse. These don't occupy any
skill check, or rolled a natural 1 on an attack. Noon — — +1
direct inventory space.
Something awful happens to you. Dusk +1 +1 +1

darker dungeons: quick reference


Stamina Check p23 Affliction Removal p27 Reopened Wounds p32
d6 Result d20 Result d20 Effect
1-2 Gain +1 hunger 01 Critical Failure: You fail to cure your 01-04 The wound reopens & worsens
3-4 Gain +1 thirst Affliction and gain a new one. 05-08 The wound reopens
5-6 Gain +1 fatigue 02-09 Failure: Your Affliction remains. 09-20 The wound remains closed
10-19 Success: You cured your Affliction.
Stress p24 20 Critical Success: You clear yourself of Permanent Injuries p32
all Afflictions and Stress.
Stress is a measure of pressure on a character's d10 Injury d10 Injury
mental state—too much is unhealthy and can 1 Lose an arm 7 Lose your nose
lead to Afflictions and even death. Mental Breakdown p27
2 Lose a hand 8 Gain a bad scar
Snapping: When you take 100, 150, and 175 If you gain more than 3 Afflictions, you suffer a 3 Lose a leg 9 Gain an internal
points of Stress for the first time after a long rest, complete breakdown. The character can no injury
4 Lose a foot
you snap and develop a mental Affliction. longer be played—they retire, go insane, or die. 10 Lose half your
5 Lose an eye
Breaking Point: When you take 200 points of teeth
6 Lose an ear
Stress, you reach breaking point—if hit by a Magic Burnout p28
damaging attack, you die.
Roll your Burnout die whenever you cast a magic Death Saving Throw p32
Sanctuary: When you begin a long rest in a
spell: if you roll a 1, you trigger a burnout
sanctuary—village, town, city—your Stress is d20 Outcome
consequence and your burnout die also gets one
reduced to and capped at 75. 01 You fail two death saving throws.
size smaller. Recover from burnout by:
02-09 You fail one death saving throw.
Gaining Stress p24 • Spending a hit die: +1 burnout die size. 10-19 No change.
• Getting a good sleep: +1 burnout die size. 20 You regain 1 hit point and stabilise.
Category Stress Description
• Taking a long rest: reset burnout die to d12.
Minor +5 A small frustration or worry.
Moderate +10 You've made a critical error Making Camp p40
or put something at risk. Burnout Consequences p29
1. Appoint a lookout: This person is in charge of
Major +20 Something devastating to d100 Minor (SL 0) Moderate (SL 1-3) security and perception checks.
your character or beliefs. 01-45 +Minor Stress +Moderate Stress 2. Pick one primary activity: If you're not on
Monstrous +40 An incomprehensible thing. 46-70 +1 notch +2 notches lookout, you can do one primary activity.
71-80 +1 hunger +2 hunger 3. Sleep: Get some rest.
Relieving Stress p25 81-90 +1 thirst +2 thirst
Category Stress Description 91-00 +1 fatigue +2 fatigue Sleep Outcome p41
Minor -3 A small success or bit of d100 Major (SL 4-6) Monstrous (SL 7-9) Type Fatigue Stress
good news. Good -3 -12
01-45 +Major Stress +Monstrous Stress
Moderate -6 A critical success. Restless -1 0
46-70 +4 notches +8 notches
Major -12 You've beaten the odds and Broken -1 +10
71-80 +4 hunger +8 hunger
gained a significant victory.
81-90 +4 thirst +8 thirst
Majestic -24 You've achieved a long-term
character goal or done 91-00 +4 fatigue +8 fatigue Long Rest p42
something near impossible. A long rest requires a full week of downtime in a
Bloodied p31 sanctuary—village, town, or city. For each week:
Afflictions p27 You are bloodied when you are at 50% hp or 1. Sell loot: Trade in loot for GP and XP.
d100 Affliction Modifier lower. While bloodied, you must use a bandage 2. Choose lifestyle: Choose your quality of
01-07 Fearful -2 STR to spend any hit dice. lifestyle for the week.
08-14 Lethargic -2 DEX 3. Choose primary activity: Choose one primary
15-20 Masochistic -2 CON Wounds & Injuries p31 downtime activity and pay any relevant costs.
21-27 Irrational -2 INT When you fall to 0 hit points, roll to see how you 4. Hear rumors: While resting, your adventuring
28-34 Paranoid -2 WIS are wounded. Wounds apply a penalty to all party learns of three rumors.
35-41 Selfish -2 CHA ability checks and attacks of a particular type. 5. Perform secondary activities: You can do two
42-48 Panic -1 STR, -1 DEX Treatment: Treat a wound with first-aid small, secondary activities during your week.
knowledge and supplies to halve the penalty 6. Settle up: It's the end of the week—gain the
49-55 Hopelessness -1 DEX, -1 CHA
(rounding down towards zero). Treated wounds result of your primary activity and check to
56-61 Mania -1 CON, -1 WIS
remain until they heal with time or magic. see if your wounds and Afflictions recover.
62-68 Anxiety -1 INT, -1 STR Settle any outstanding debts.
69-75 Hypochondria -1 WIS, -1 CON Critical Hits: When critically hit by an attack,
76-82 Narcissistic -1 CHA, -1 INT check each of your wounds: roll d20 - wound
penalty. Untreated wounds worsen automatically. The Journey Phase p44
83-85 Powerful +1 STR
Injuries: If you fall to 0 from a Violent attack, 1. Choose your destination: Pick a place.
86-88 Focused +1 DEX
roll for a permanent injury instead of a wound. 2. Choose your route: Decide on the path you'll
89-91 Stalwart +1 CON
take. Measure your route in days of travel.
92-94 Acute +1 INT
Lingering Wounds p31 3. Gather supplies: Collect together any supplies,
95-97 Perceptive +1 WIS
d6 Area Affects Penalty mounts, and equipment.
98-00 Courageous +1 CHA 4. Embark: Head out on your journey. Each day:
1 Arms/Legs STR -1 / -2 / -4 / -8
• Assign roles: Assign a guide, scout, forager,
2 Hands/Feet DEX -1 / -2 / -4 / -8
Curing Afflictions p27 and lookout. A character cannot share roles.
3 Torso CON -1 / -2 / -4 / -8
During a long rest, you can attempt to cure an • Travel: Travel through the six phases of the
4 Head INT -1 / -2 / -4 / -8 day: dawn, morning, noon, afternoon, dusk,
Affliction. Pay the cost and roll a d20. Some 5 Eyes/Ears WIS -1 / -2 / -4 / -8
downtime activities grant you advantage. and night.
6 Face CHA -1 / -2 / -4 / -8 5. Arrive: Reach your destination.

darker dungeons: quick reference

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