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Cryptdigger's

GuideTo Survival
Z.Cox & B.Brown
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There are things that dwell beneath the earth and some are Best Left Buried
Within old and dusty ruins, the last memories of broken civilisations remain.
These fallen empires have been left in dust by the eons that have passed since
their zenith. Their servants endure as twisted echoes of their ancient selves,
gangling and half-dead. With their society decayed, the sanity of these
heathen folk has been lost along with the things that made them human. Left
alone in tenebrous places, they have been cracked by isolation and lust for the
light they forgot they needed. They have long descended into feral barbarism.
All that survived the fall are raving priests, slobbering minions and gibbering
monstrosities.
Even as their worshippers moulder and shrivel, the hungry gods sleep,
slumbering in their long forgotten temples. These are chthonic deities:
uncaring, impossible and beyond all forms of human comprehension. To even
perceive these terrible entities drives the sane to madness.
This place is the Crypt.
There is a breed of strange folk that take to these ruins, known as
Cryptdiggers. They might be Wizards, Knights, Godsmen, Freeblades or
Man-Killers, but they are rough folk all. They are grim, determined and
seemingly indefatigable. Seeking gold, fortune and perhaps even adventure,
they come with swords, sorcery and righteous fury to reap the Crypt for all it
is worth.
The Crypt takes these brave and foolish folk and spits them out dead or
broken.
The wounds that do not kill them fester and leave them maimed. The eldritch
touch of magic takes their flesh and corrupts it. The abominations they fight
take the aberrant corners of their minds and turn their spirits against them.
Their minds and souls DECAY until they themselves are left RUINED.
You are these folk. The Crypt will take you in, make you rich and powerful
and then destroy you.
I hope you have fun.

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Chapter 1: Introduction
There's a joke going around that everyone has their own fantasy
heartbreaker. This is ours.
I fell out of love with modern versions of some games a while back.
They were too easy, too complicated and too weighty in literature. The
decisions in each game had no consequence, or at least none that
couldn't be averted with a rest or a resurrection spell. The monsters
were too iconic. You can't put fear into the hearts of your players
when they know the exact subspecies of ooze they are facing or how
many hit points the troll has.
This game tries to alleviate those problems. Characters are simple to
make and classless, so no two heroes are the same. Monsters are
bizarre. Afflicition, injury and death are certain fate for the characters.
The Crypt will take them in and spit them out broken.
You possess the Crypdigger's Guide to Survival, which gives you
everything you need to play the game. If you fancy something more,
you can find high level advancements, more monsters, non-human
archetypes, and loads of stuff on running the game, treasure and
settings in the Deluxe version, which will soon be arriving on
DriveThruRPG in print and PDF. If you are a Doomsayer, the poor
fool who has elected to run the game, you would be well served to
pick up this.
Enjoy,
Zach and Ben

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Contents
Chapter 1: Introduction 2
Chapter 2: Making a Character 5
Chapter 3: Advancements 19
Chapter 4: Playing the Game 29
Chapter 5: Consequences 41
Chapter 6: Monsters 51
Appendix: Character Sheet 60

Acknowledgements
Published by SoulMuppet Publishing
www.SoulMuppet.co.uk
www.facebook.com/SoulMuppet
Writing and Layout by Zachary Cox (@JellyMuppet)
Art by Ben Brown (@IllustratorBB)
Art Direction by Sash Steele (@HeyySash)
Edited by Ben Warren, Alex Hill, Neil Benson, James Lader, Harrison
Swift, Sam Sleney, Abigail LaLonde and Josh Davenport
Contributions from Ben Milton, Perrtu Vedenoja, Luka Rejec, Michael
Lombardi, Connagh Doohan, Huw Williams and Michael Bacon
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"The four of them had travelled halfway across the Duchy to reach this cave.
The tunnels below had a name. The folk in the inn at Quelyn had called it the
Warrens. They ran deep in the earth. Unspeakable creatures and wondrous
treasures were said to dwell in its roots. The villagers said that monsters were
known to shamble forth from the hills and take feast on goats that dwelled
there. They said there were strange deep caves that loomed like great portals
in the side of the mountains.
The party was of four capable folk, met in the Guildhall of the Blue Moon in
the Grand City of Falfe. Albert Du Lac, bastard of Dentwine, peerless warrior
of hammer and helm. Lillian the White, conjurer of tricks and knower of great
secrets. Osford of the Nine Fingers, acolyte of the Blue Order and mutant of
the priesthood. Carris 'Fingers' Delton, a gutterscum thief who knew the
subtle art of knifework and treachery.
They did not tremble, for each thought themselves made of sterner stuff than
steel. They did not stop to pause or delay, and they entered the Crypt."

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Chapter 2: Making a
Character
When making a character in Best genre. Some of the strangest
Left Buried, you should always start combinations can make an
with a name. Aramis de Beauregarde interesting character.
is probably a very different character If you really can't think of
to Kyra Daggert, Cordin Pyre or anything, or just fancy letting the
Helga Brightbelly. dice do their thing, head on over to
Take the name and use it as a DriveThruRPG and check out
springboard to generate how your Maze Rats, which has a bunch of
character looks, talks and behaves. fantastic random tables which will
Think about how they dress, their help you come up with an idea for
mannerisms or accent. Think about an interesting character.
what they might have done prior to
the events of your game and how Stats
this might affect how they make
decisions. Think about what your Best Left Buried has three Stats:
character wants and how they go Brawn, Wit and Will.
about getting it, to make sure they Brawn represents attributes of the
are Motivated and Capable. character revolving around
Do this quickly. Characters emerge physical strength. It encompasses
better through play than through things such as bodily power,
thinking of reems of backstory athletic ability, endurance and vital
during character creation. Think of a force. The Brawn stat is used when
few short facts then move on. pushing open a door, wrestling
If you’re having trouble thinking of with a monster, hitting something
any of this stuff, think of your with a sword, resisting the effects
favourite character in fiction or of poison or completing an
history. Take them and combine arduous task without rest. A
them with another completely character with high Brawn might
different character you like, taking be well-built and likely a capable
your favourite elements of both and warrior, whereas one with low
mixing and matching their Brawn could be sickly or frail.
personalities. They don’t have to be
the same archetype, gender or even
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Wit represents attributes of a Sometimes during the course of
character based around agility, both play a character’s stat is lowered
physical, mental and social. It below 0, like -1. This could be due
encompasses acrobatic elegance, to an ability of a monster, or maybe
conversational eloquence and quick an Affliction or Injury. Don’t
thinking. The Wit stat is used when worry, sometimes your character
trying to dodge a fireball, convincing might be a bit weak, clumsy or
an NPC you are a friend, sneaking foolish, but use that as an
and picking pockets as well as opportunity for character
quickly figuring out a puzzle or development. If a stat is negative,
riddle. A character with high Wit simply take away the score from
might be nimble, charismatic and any situation where you might
subtle, whereas one with low Wit normally be required to add that
could be awkward, clumsy or a bit stat.
slow.
Will represents attributes of a
character centred around the power
Vigour and Grip
of the mind and its intellect. It Your character has two measures of
encompasses things such as ability to how well they are surviving:
retain large quantities of knowledge, Vigour and Grip.
cast powerful magics and resist Vigour is similar to hit points that
psychological horrors. The Will stat appear in other games. New
is used when remembering an characters have Vigour equal to 6
obscure fact, resisting a debilitating plus their Brawn.
spell, reading body language,
tending to a person’s injuries or Grip is a coagulated mix of
using intuition to solve a problem. stamina, mana and sanity, used as a
Will is also used by most spellcasters resource for re-rolls or character
to channel their magics. A character Advancements, or depleted when a
with high Will might be wise, character faces a psychologically
scholarly or strong minded, whereas damaging monster or environment.
one with low Will could be New Characters have Grip equal to
fainthearted, simple or possibly not 4 plus their Will.
the brightest tool in the shed. Throughout play, characters
In Best Left Buried characters start become more powerful and gain
with +2 in one stat, +1 in another additional Advancements. Each
and then +0 in their final one. These time a character gains a new
statistics are beyond normal folk, but Advancement in this way, they
normal people don’t tend to become gain an additional point of Grip
Cryptdiggers. Characters are very and Vigour. Vigour can never
good at one thing, pretty good at one increase in play above 5 + Brawn +
thing and average at another. number of Advancements.
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Archetypes Believer
Character in Best Left Buried start Believers are holy folk, guided by
off with an Archetype of abilities the voices of the Gods. They might
that define some of the things they be devout preachers, honourable
are good and bad at, as well as knights, sacred healers or holy
offering a few special powers. Some monks. The only thing that defines
of the Archetypes resemble classes a Believer is their faith in
from other famous games, some look something else – some higher being
more like backgrounds. The that is greater than mortal folk.
Archetypes are designed to make a Holy Mission: A God will assign
simple, pick up and play character, their Believer a specific Holy
that can then be customised as they Mission. Once per adventuring
become more experienced. day, if they are enacting their Holy
The core rule book Archetypes from Mission, Believers can spend a free
Best Left Buried are: Believer, point of Grip to re-roll an Attack or
Cabalist, Cutthroat, Dastard, other Stat Check. This quest could
Everyman, Freeblade, Outcast, be to destroy heathen worshipers,
Scholar, Protagonist and Veteran. to spread their faith or build
Each is detailed below. temples.
If your character resembles one of I Am No Preacher, I Am A
these Archetypes, simply write Prophet: Believers have the Upper
down all the abilities and start Hand when they make Wit or Will
playing. If they don’t, use the check to spread the word of their
Everyman Archetype, designed to God.
represent characters that aren’t Hand of the Holy: Believers are
covered by one of the other certain of their actions, for the
Archetypes. Divines guide their way. Believers
As well as an Archetype, the player begin play with an Affliction:
starts with one (or more) Guided by the Gods. However, not
Advancements, which can be found all Believers are actually deluded or
in Chapter 3. There’s quite a lot of answer to other, darker powers. If
advancements available, so a few so, change the specifics of the
suggestions for starting Affliction from Hand of the Holy
Advancements are included below. to a more fitting one.
If you are unsure, you can always Suggested Advancements: Take My
take Extra Will, Extra Wit or Extra Shining Armour Gleams if your
Brawn to increase one of your Believer is a holy knight. Take I See
character’s stats. Truth In The Stars if your Believer
receives visions from their God.
Take Lay On Hands if your
7 Believer is a healer.
Cabalist Cut­throat
Cabalists are often cultists or Cut-throats are criminals and other
wizard’s apprentices. They’ve had unsavoury folk. They might be
some manner of unpleasant thugs, ruffians, thieves, assassins or
experiences with the terrifying or other general lowlives. The
otherworldly. Cabalists do a slightly common denominator is that they
better job at handling the strange will lie, cheat and murder to get
world of the underworld than most whatever they want, and do worse
other adventurers. to get the things they need.
Been There Done That: Cabalist's Silver Tongue: Cut-throats have
strange experiences allow them to the Upper Hand when they make a
shrug off what would terrify others. Wit check to willingly deceive an
The first time each adventuring day NPC.
a Cabalist would spend or lose a Tricks of the Trade: Cut-throats are
point of Grip, they ignore it and experts in actions from outside the
don’t lose a point. sphere of traditional legality. Once
I’ve Seen Things: In their time as per adventuring day, while
cult members, most Cabalists have engaging in unlawful, illegal or
seen a fair quantity of awful things. similar activities (such scaling a
Cabalists have the Upper Hand sheer surface, breaking a lock or
when making Grip Checks due to a performing a trick of sleight of
monster or environment. hand), Cut-throats can spend a free
Already Slightly Gone: Cabalists are point of Grip to re-roll a Wit based
a little unhinged. During character Stat Check.
creation, roll a random Affliction or Honour Amongst Thieves: Despite
agree on one with the Doomsayer. what the tales tell, Cut-throats are
Cabalists have already suffered this in it for themselves. Cut-Throats
Consequence before play begins. For cannot make a Heroic Rescue
a list of Afflictions, see Chapter 5. unless the character they are
Suggested Advancements: Take Fire
attempting to save is another Cut-
and Lightning Strange if your throat.
Cabalist enjoys blasting things with Suggested Advancements: Take Knife
magic. Take Spirits of the Beyond if from the Shadows if your
your Cabalist is interested in Cutthroat is a man-killer or
necromancy. Take Tough As Nails if assassin. Take Tough as Nails if
your Cabalist is a grizzled your Cutthroat is more of a brute
henchman. than a thief. Take Master of Deceit
if your Cutthroat really does like
never having to tell the truth.
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Dastards Everyman
Dastards are charlatans, tricksters Not everyone makes it where they
and fast-talkers. They might be do through military training or
mountebanks, bastards of the second sorcery. Some just get there by not
estate, swashbucklers or pirates. All dying. Everymen are experts at
are charismatic and flamboyant, and this.
most are better at talking their way Probably Good at Something:
into of trouble than getting out of it. Take a relatively niche thing that
You Magnificent Dastard: Dastards your character did as part of their
are extravagant people. Up to three backstory. Everymen have the
times per adventuring day, while Upper Hand when attempting to
employing an obnoxiously do this thing.
convoluted and daring solution to a Probably Bad at Something Else:
potentially simple problem Take a skill, vice, drawback or
(examples: swinging from negative personality trait from your
chandeliers, elaborate blackmail backstory. Everymen are Against
schemes, anything involving using a The Odds when attempting to do
disguise), Dastards can spend a free this thing, or do something that
point of Grip to re-roll a Wit based involves it.
Attack or other Stat Check.
Suggested Advancements: Literally
Lovable Rogue: Dastards possess a anything.
certain ineffable charm. Dastards
have the Upper Hand when making Note: Quite obviously, the
Wit checks to interact with a non- Doomsayer is fully expected to
hostile NPC. veto anything too powerful within
At Home In The City: Most this archetype. The Everyman
Dastards have lived comfortable archetype should be less powerful
lives, and are not ready for the than the other archetypes. This is
Crypt. Dastards are Against The the price paid for flexibility.
Odds when making Grip Checks
due to a monster or environment.
Suggested Advancements: Take Knife
from the Shadows if your Dastard is
a criminal or charlatan. Take
Weapon Master if your Dastard is a
duelist or pirate. Take Nimble
Dodge if your Dastards runs from
their problems instead of fighting
them.

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Freeblade Outcast
Freeblades are heroes of a more Outcasts adventure because they
financial orientation. They aren’t don’t fit in anywhere else. They are
looking to save the world or to often homeless vagrants, often
watch it burn, they just want to get because their family kicked them
paid. They might be mercenaries, out, sometimes because of their
professional soldiers, assassins for own choice. They might be hedge
hire or spell-swords. knights, lone wizards, brooding
Soldier of Fortune: Freeblades are rangers or asocial hermits. They are
used to sticking their necks out to always grim, fiercely capable
make sure they get paid. Once per survivors.
adventuring day, if it results in the True Grit: Outcasts are grizzled
party’s immediate financial gain folk, used to the worst the world
(example: completion of a quest, can offer. The first time each
acquisition of a treasure horde or adventuring day an Outcasts
capture of an NPC with a bounty), would lose Grip due to a Grip
Freeblades can spend a free point of check from a monster or
Grip to re-roll an Attack or other environment, they ignore it and
Stat Check. don’t lose a point.
I’m A Professional: Freeblades Home In The Wild: Outcasts are
know their way around the job skilled at surviving the outdoors.
market. Freeblades have the Upper Outcasts gain the Upper Hand
Hand when making Wit checks when they make a Will check to
related to looking for work or find food or navigate in a
negotiating with a potential wilderness environment.
employer. Not A People Person: Most
Heart of Gold: Sometimes Outcasts live outside the
Freeblades cannot resist the glint of boundaries of society. Outcasts are
coin. Freeblades are Against The Against The Odds when they
Odds when they take Will checks to make a Wit check to interact with
resist bribery. an NPC.
Suggested Advancements: Take Suggested Advancements: Take
Weapons Master if your Freeblade is Tough as Nails if your Outcast is a
of the martial persuasion. Take classic anti-hero. Take a magic
Knife from the Shadows if your advancement, such as Fire and
Freeblade is an assassin or man- Lightning Strange or
killer. Take a magic advancement, Concoctionist if your Outcast is a
such as Fire and Lightning Strange hermit or spellcaster.
or Arcane Wards if your Freeblade is
a spell-sword.
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Protagonist Suggested Advancements: Take the
My Shining Armour Gleams or
“ You are not rewarded for heroism in Lay on Hands if your Protagonist is
RPGs. That is, unfortunately, what of the knightly persuasion. Take
makes the act heroic.” Child of Prophecy if your
Hackslashmaster Protagonist is the chosen one. Take
Rallying Shout if your Protagonist
In a world of repugnant moral greys, is a leader of men.
the Protagonist is a shining beacon of
hope. Cynics might look on them
disparagingly, but none doubt their
nobility and honour. Protagonists
are an eclectic mix of chosen ones,
righteous knights and general do-
gooders.
Saving the Day: What is a hero but
the sum of their deeds? Once per
adventuring day, while engaging in
feats of heroism, Protagonists may
spend a free point of Grip to re-roll
an Attack or other Stat Check.
Saviour of the People: The common
folk know and adore you.
Protagonists have the Upper Hand
on Wit checks when convincing
friendly NPCs to aid them in their
heroic quest.
No Stain on My Honour: Heroes
never lie, even when the situation
demands it. Protagonists are Against
The Odds when they make a Wit
check to willingly deceive an NPC.
I Shall Protect Thee: Protagonists
never let their friends die while they
watch. When an enemy uses a Finish
Him! move on a downed ally, they
must always attempt a Heroic
Rescue.

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Scholar Veteran
Scholars are characters invested in Veterans are masters of the Crypt.
the accumulation of arcane and They have spent some time below
esoteric knowledge. They might be the earth, digging for exotic
reclusive wizards, disturbed treasures. Generally, it doesn’t treat
researchers or priests who find them well. Most folk who spend
solace and enlightenment in time beneath the earth come out a
communion with occult gods. little bit mad, and Veterans reflect
Forbidden Knowledge: The Scholar this.
asks many questions, but some Years of Experience: Veterans have
should just be left unanswered. Once seen a fair share of shit in their
per adventuring day, Scholars can time. When fighting monsters they
ask the Doomsayer a question that have fought before, Veterans have
the Scholar might previously have the Upper Hand on attack rolls.
uncovered in unusual research in Before play, talk with your
forgotten tomes and obscure Doomsayer about the kind of
libraries. The Doomsayer then creatures your Veteran might have
names a price in Grip, which the experience fighting.
Scholar must pay if they wish to Danger Sense: Veterans have
receive the answer. The price should learned to spot the many dangers
be steeper for questions that are of the Crypt. Veterans have the
chthonic, archaic or unanswerable. Upper Hand on Observation
Pendulum Sanity: Scholars have Checks to detect potential dangers,
seen much and develop coping such as traps or ambushes, while in
mechanisms. When Scholars develop the Crypt or similar environments.
an Affliction, they reset their Grip to Battle-Scarred: Veterans have
11, not 10. usually suffered some kind of
Mindcracked: The thirst for secrets injury during their career in the
leaves many Scholars susceptible. Crypt. During character creation,
The first time each adventuring day roll a random Injury. Veterans
Scholars spend or lose a point of have already suffered this
Grip, they lose an additional point. Consequence before play begins.
Suggested Advancements: Take a
For a list of Injuries, see Chapter 5.
magic advancement, such as Fire Note: Don’t re-roll or drop the
and Lightning Strange or I See character if you don’t like the
Truth In The Stars if your character Injury your Veteran gets from
uses their knowledge to find arcane Battle-Scarred. If they do die in
power. Take Eldritch Pact if your character creation, feel free to roll
Scholar has made an unholy bargain up a new character.
with a demon or eldritch being.
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Suggested Advancement: Take While adventuring, your character
Weapon Master or Tough As Nails can carry an item in each hand, two
if your Veteran is a combat specialist. items easily accessible on a belt or
Take Trap Breaker if your Veteran is in a scabbard, and then whatever
a martial engineer. Take Battle equipment they can fit within their
Frenzy if your Veteran is a ferocious backpack.
killer.
Using Equipment
Equipment At the Doomsayer’s discretion,
All characters in Best Left Buried equipment might grant The Upper
start play with a toolkit of useful Hand on certain Stat Checks, make
items and weapons. They can take Impossible checks possible and
two weapons and five pieces of some possible checks Trivial. If
equipment from the following lists. your character carries something
Weapons: Hand weapons, Light that isn’t on the list, negotiate its
weapons, Heavy weapons, Long cost and usage with your
weapons, Throwing weapons, Doomsayer. If a piece of equipment
Ranged weapons. is listed in bold above, you can find
its effect in one of the lists below.
Equipment: 10 Pieces of Medicine: Each character can use a
Ammunition, Book, Crowbar, 50ft of dose of Medicine once per day to
Rope, 10ft of Chain, Pickaxe, restore 1 Vigour. This cannot be
Manacles, 3 Doses of Medicine, done in a combat, and takes about a
Bottle of Alcohol, Lantern, minute to apply. Medicine might
Lockpicking Kit, Shield, Plate be a bandage, tonics, salves or
Armour, Shovel, Chisel and doses of primitive painkillers.
Hammer, Bear Trap, Caltrops,
Mirror, Lucky Charm, Religious
Symbol, Small Bag of Iron Dust,
Long Pole, Tinderbox, Musical
Instrument, One Dose of Poison, Set
of Fancy Clothes, Small Vial of Acid,
a Tent.
All characters are equipped: a week's
worth of Rations, a Full Waterskin, a
Backpack, a Bedroll, three Torches
and a set of Basic Armour.
During character creation, characters
may swap one weapon for two extra
pieces of equipment and two pieces
of equipment for an extra weapon.
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the enemy if the dice used for
Weapons damage is 5 or 6, not just when a 6
Hand: Hand weapons can be is rolled.
wielded in one or two hands. They Light: Light weapons are weapons
include weapons such as that rely on finesse and flourish
broadswords, hand axes and maces. rather than brute strength. Light
They are the most common weapons weapons tend to be smaller and
used by Cryptdiggers and they are less lethal than other weapons, so
prized for their flexibility. If a hand they deal 1 less damage in combat.
weapon is used in one hand, it deals If you are using it in one hand, you
normal damage and can be used can use a shield or another item in
with a shield or another item in your your off hand. They include
off hand. If a hand weapon is used in weapons such as daggers, rapiers
two hands it deals normal damage and scimitars. Since Light weapons
plus 1. If you are using it in one use Wit as an attack stat, not
hand, you can use a shield or Brawn, they are best suited for
another item in your off hand. more nimble and dexterous
Heavy: Heavy weapons are large Cryptdiggers.
and powerful weapons. They are Long: Long weapons can be
always wielded with two hands. wielded in one or two hands. Long
They include weapons such as weapons are large, hafted weapons
greatswords, battleaxes and designed to keep their users away
warhammers. Heavy weapons deals from the enemy. They include
normal damage plus 1, but are weapons such as spears, halberds
cumbersome, decreasing Initiative or other pole-arms. They are often
by 1. Heavy weapons also do serious used by weaker Cryptdiggers to
damage to monsters, and will deal a help maintain distance from
Critical Hit and inflict an Injury to dangerous foes. They can attack

Weapon Types
Type Range Attack Stat Damage Modifier Initiative
Hand Melee Brawn 0 (+1 if two handed) 0
Heavy Melee Brawn +1 -1
Light Melee Wit -1 0
Long Short Brawn 0 (+1 if two handed) -1
Throwing Short Wit or Brawn 0 (-1 if used in melee) 0
Ranged Long Wit 0 0
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enemies at short range and melee
range, but are cumbersome, Strange Weapons Types
decreasing the character’s initiative If your character uses some form of
by 1. If a long weapon is used in one exotic weapon, skin it as one of the
hand, it deals normal damage and other weapons. A whip might be
can be used with a shield or another approximated as a Wit based
item in your off hand. If a long throwing weapon. A main-gauche
weapon is used in two hands it deals might be approximated as a shield.
normal damage plus 1. A quarterstaff might be
Throwing: Throwing weapons are approximated as a hand weapon or
smaller weapons designed to be a long weapon. A poleaxe might be
used as projectiles. They include approximated as a heavy weapon
weapons such as daggers, throwing or a long weapon. If a weapon has
axes and javelins. They can be used multiple grips or different ways it
to attack enemies at short range to can be used, treat each grip as a
deal normal damage, or used in separate weapon that requires an
melee range to deal normal damage action to switch.
minus 1. Throwing weapons such as
axes or javelins will use Brawn, but Gunpowder Weapons
weapons such as darts or daggers
will use Wit. Determine with the Some Best Left Buried games
Doomsayer which stat the throwing include gunpowder weapons. If
weapon uses when you initially your Doomsayer allows them then
choose it. The ranged weapon they function as a subcategory of
always comes with 3 pieces of regular weapons and are chosen
ammunition. with a type. A Ranged Gunpowder
Ranged: Ranged weapons are used weapon may be a musket or
to attack enemies from afar. They are arquebus. A Throwing Gunpowder
always wielded with two hands. weapon may be a pistol. A Heavy
They include weapons such as Gunpowder weapon may be a
crossbows, shortbows and blunderbuss.
longbows. They can be used to Gunpowder weapons always attack
attack enemies at long range, doing with Wit. They have the range,
normal damage. If a ranged weapon damage and initiative modifier of
is used to attack an enemy in melee the normal weapon type. They
range, the attack is Against The ALWAYS attack with the Upper
Odds. The ranged weapon always Hand, whatever the target or
comes with 10 pieces of ammunition. situation. They require a full
minute to reload, which means
they can only usually be fired once
per combat.
15
Ammunition for gunpowder over the same materials as Basic
weapons is shot and powder. 10 Armour. It increases the target
attacks worth of the ammunition are score for attack rolls by 2. However,
provided when the weapon is the armour is heavy and
selected in character creation. If the cumbersome so requires at least 2
powder or weapon is spoiled by points in the Brawn stat to wear.
water, it is ruined and will not fire. If The character's Initiative also
the powder is subjected to flame or decreases by 1 when wearing plate
high levels of magic, it may explode. armour in combat. Like Basic
Gunpowder weapons are expensive Armour, Plate Armour does not
and, if purchased, will likely cost 5- impede spellcasting.
10 times as much as a normal Characters may only wear one kind
weapon of their type. of armour at a time.

Shields and Armour Advancements


Shield: Shields are boards made of The final step before starting play is
wood or metal worn on the off hand to choose an Advancement from
designed to defend the user against Chapter 3: Advancements.
enemy attacks. Shields increase the Remember, you can always choose
target score for weapon attacks by 1. Extra Brawn, Extra Wit or Extra
A shield can be used with either a Will, or go with one of the
Hand weapon, Finesse Weapon, suggested advancements for your
Throwing weapon or a Long weapon Archetype if you're short of ideas.
when the weapon is used one
handed.
Basic Armour: This set of basic
Starting Play
armour is standard distribution for Now you’ve finished your first
all Cryptdiggers and is worn by character, go back and make one or
many types of adventurers. It is two more. Your characters are
made of a mixture of heavy boiled probably going to die at some
leather with hard studs set into it. A point, so you’ll need a few back
chain shirt is usually worn over the ups. Try to make your characters as
torso and it often comes with a different as possible, so the game is
protective helmet. It does not varied and exciting. Never make
prevent characters from casting duplicates of the same adventurer
spells. It increases the target score for and throw them into the meat
attack rolls by 1. grinder until one levels up.
Plate Armour: Plate armour is made Most Cryptdiggers operate as part
up of solid, interlocking plates or of large companies. The attrition
scales of metal, traditionally worn rate is fairly high, so they tend to
16
make a large camp somewhere on shares of the treasure, but also
the surface near the Crypt’s entrance brings additional responsibilities,
and then send down small, such as the planning of expeditions,
disposable parties into the Crypt to the tactics of organising forays into
gather information and supplies. the crypt, as well as recruiting new
At the start of the campaign, your Cryptdiggers (who may even
PCs will likely be inexperienced become future characters).
Cryptdiggers. After a few sessions
those characters who survive will
become leaders of the company. This
means they are entitled to greater

17
"We entered the chamber guided by the light of Lillian's staff. Within the
cave was a murky pool of turgid water that smelled of rot and liquorice. Soon
after our arrival there was a great shudder of the earth, and we drew our
weapons ready for combat. Before we could act further, a Crypt-thing burst
out from beneath the surface. It was a great, gormless beast with pink flesh
that dripped with ichor.
As we retreated back to the entrance, a tentacle whipped towards Delton and
wrapped around her waist, dragging her into the shallows of the water. She
screamed maniacally as her sword clanged to the floor. The thief struggled
hopelessly, trying to somehow pry herself free from its merciless grip.
Lillian held forth her staff, beginning to summon some great spell of warding,
hoping to turn the beast away.
We looked on helplessly as the spearlike point of the tentacle pierced her chest.
With a final cry of pain, she slumped forward, dead."

18
Chapter 3: Advancements
Characters gather Experience Think outside of the box. There are
through play, through gaining many unorthodox choices that can
treasure, passing Grip Checks and be made.
through particularly cunning plans. It is also not infeasible that a
Every time they get 8 Experience, character from a traditional
they can reset this to zero and level archetype might bolster their
up. abilities with something from
Every time they level up, a character another “class”. A rogue who can see
can choose an Advancement to add the future with I See Truth in the
to their character sheet. They also Stars. A cleric who can call searing
gain 1 extra Vigour and Grip. This holy light with Fire and Lightning
also increases the max Vigour they Strange. A fighter who grabs some
can recover to through resting or additional damage with Radiant
healing. Blade. A tinkerer wizard who
Starting characters get one invests in Trap Breaker for some
Journeyman Advancement for free. extra utility.
These Advancements are available Some Advancements have a type
to all different kinds of characters after them, such as Arcane, Devious,
across various archetypes. Holy or Martial. Once a character
Each Advancement comes with has taken at least 4 advancements in
suggested flavour, contained in a total, including 2 Journeyman
short descriptive text. These are Advancements from one certain
guidelines, not rules. type, they gain access to a special list
of Advancements for that type. It is
For example, Battle Frenzy is a recommended that the first of these
martial ability, and this is reflected in Advancements you choose is Blood
its flavour text. However, the rage of the Magi, Blood of the Godsman,
might be holy or spiritual in origin, Blood of the Shadowjack or Blood
making sense for a character from a of the Conqueror, but this is not
religious background, such as a compulsory.
Crusader or Godsman. Arcane, Devious, Holy and Martial
The Holy Song Of War is advancements can be found in the
traditionally a Holy Advancement. Deluxe version of Best Left Buried.
However, this could also be the
rousing song of a devious bard or
the battle tactics of a martial
commander.
19
Journeyman Child of Prophecy
‘ They spoke great tales of Leo. He told
Advancements us a star fell in the village green the
day he was born. A hag-seer told him
he would grow to be a legend, known
Arcane Wards (Arcane)
across the Nine Duchies. ‘Twas a
shame he died in that ditch, rent by the
‘ Each time the Crypt-thing seemed to claws of the Shamblers. Such an ironic
strike him, Palavar would raise his hand destiny for so great a hero.’
and a spectral wall would form, Something great is forthcoming in
shielding him from its unholy grasp.’ the character’s destiny and luck
When the character is hit by an guides them to that point. The
enemy attack, they may spend a character rolls a D6 at the start of
point of Grip to reduce the damage the adventuring day. They may
taken by an amount equal to the choose to use this die to replace a
character's Will stat. single die rolled, regardless of who
Using Arcane Wards multiple times rolls it. The die is replaced after it
is straining. Each time the character has been rolled, but before the
uses this ability in a single combat, outcome is applied.
its Grip cost increases by 1. (1 the This advancement can only be
first time, 2 the second time, 3 the chosen during character creation
third time, etc). or, if the Doomsayer allows it,
following some weird or wonderful
Battle Frenzy (Martial) act of destiny that must have been
the Wheel of Fate in action.
‘ Lairys was ferocious, without a hint of
grace. She gave a wordless bellow that
screeched the ear, then charged in and
Concoctionist (Arcane)
cut the Beasts apart. She did not bleed, ‘ Erock was a tanner by trade, but was
for she was fury incarnate.’ also skilled in the brewing of chemics.
The character can spend 3 points of Each night he would take the flesh and
Grip to enter a Battle Frenzy. Until glands of the Beasts we had slain and
the end of the combat, they must brew them into hideous potions.’
move into melee against the nearest At the end of each adventuring
enemy and attack it. During this day, the character can brew a
state melee attacks they make have number of Potions up to half their
the Upper Hand and melee attacks Will score, at the cost of one point
made against them are Against The of Grip each.
Odds. The character can end the
Battle Frenzy early by spending
another point of Grip.
20
When taking this advancement,
choose two types of Potion that the
character can make: Amorphous,
Aquatic, Blinking, Flamewreathed,
Firebreathing, Hex-Proof, Nimble,
Shadowclad or Woundknitting.
Concoctionist can be taken multiple
times to gain the ability to make
different types of potion. Your
character can add 2 more types of
potion to their list each time they
take Concoctionist.
Drinking a Potion takes an action
and 3 points of Grip and will give
the benefits of an Adaptation for a
single combat (or five minutes if him just mad, as we all were in our
used out of combat). own ways. When we first saw the
Once you have drank the potion, it is Fiend he had made his deal with, we
gone and cannot be used again. knew him in a moment as little better
than the Crypt-things themselves.’
The Grip loss represents the The character makes a pact with a
negative effect of the potion's powerful Blackbeast, Herald or
chemistry ravaging your mind and Dreaming Ancient, granting them
body. world-bending power in exchange
for their service. The character may
Ears of the Owl immediately choose two additional
‘ The campfire whispers tell that Frannan Advancements from the normal list
was a thief and a fence before his time in as gifts from their patron.
the company, where they kept him as a However, touching the mind of
lookout. He could hear the penny as it such powerful beyonders has an
fell, ne’ermind when it dropped.’ adverse effect on a character’s
The character has the Upper Hand sanity. They immediately gain a
on hearing based Observation random Affliction.
Checks. These two new Advancements do
not count towards the sum of
Eldritch Pact advancements needed to unlock
other Advancement tiers, such as
‘ Quentyn was an odd fellow. Always Arcane, Devious, Holy or Martial
mumbling to himself. Always observing Advancements .
strange little rituals. We mostly thought

21
Eldritch Pacts always return to bite Eyes of the Hawk
characters who take them. Their
patrons may demand additional ‘ Rora was an archer and a huntsman
favours from their servants, which without compare. Just as she had once
may be confusing and difficult, but stalked deer through the arboreal
must always be met. If the character lowlands, she turned her sharp gaze to
refuses the demands of their patron, the dark tunnel and spotted the group
the consequences are dire. These of Crypt-things lurking amongst the
consequences include, but are not drooping vines.’
limited to, additional Consequences, The character has the Upper Hand
loss of Vigour or Grip, reduction in on sight based Observation
stats, removal of the Advancements Checks.
granted by the Pact or even death.
Extra Brawn Fire And Lightning Strange
Increase the character’s Brawn stat (Arcane)
by 1. Remember to recalculate the ‘ Helwys stared into demon’s eyes and
character’s Vigour after this spoke a cryptic incantation. Her hands
advancement is taken. shook and her pupils glowed in an
otherwordly light. She smote the beast
Extra Grip with a discharge of arcane force and it
Increase the character’s Grip by 3. fell to the ground, its flesh crisp and
smouldering.’

Extra Will When taking this advancement, the


character chooses one type of
Increase the character’s Will stat by element or magical substance, such
1. Remember to recalculate the as fire, ice, water, lightning, thorns,
character’s Grip after this gravity etc. The character can use
advancement is taken. magic as a weapon to strike down
their enemies with their chosen
Extra Wit element.
Increase the character’s Wit stat by 1. The character can spend an action
and up to 3 points of Grip to make
Extra Vigour a Will based attack against an
enemy within short range. The
The character immediately returns to attack ALWAYS has the Upper
their full Vigour. This pool is Hand and deals damage equal to
measured by 5 + Brawn + Number the damage die result multiplied by
of Advancements. the cost in Grip the character spent.

22
The damage counts as magical for
any relevant Advancements and I See Truth In The Stars
Adaptations. (Arcane/Holy)
Fire and Lightning Strange can be ‘ Each night, Doulan sat beneath the
taken multiple times to gain the
ability to attack with multiple types moon in communion. He gazed up,
of magical element. The character seeing the shimmering stars amidst the
may then choose which element to hungry void. The stars sang to him,
use each time they take an action to and he listened.’
use it. At the end of an adventuring day,
choose a number of Grip points to
The Holy Song of War (Holy) spend on receiving cryptic visions
from dreams, stargazing or bone
‘ As we fought, the Preacher Fedele sang throwing. Depending on the
the song of the Warrior-Saint Lean the number of points you spend, the
Martyr, hero of the Fallowed Fields. To Doomsayer should give a cryptic,
hear of such tales, to know of her but increasingly detailed gift of
heroism! It bolstered us. We felt as a foresight concerning the events of
single point of light in a great expanse of the next adventuring day.
black. We heard the preacher’s words
and, for once in our days, all was not
lost.’
Knife From The Shadows
The character can spend an action (Devious)
and a point of Grip to grant a ‘ The sorcerer looked at us head on, his
number of allies up to their Will the hands crackling with magical energies.
Song of War. Each ally can use the Before he could utter a single
Song of War once before the end of incantation, a dagger slipped in
the combat to apply the Upper Hand between his ribs and he slumped to the
to an Attack Roll or Stat Check. floor. Little did he know, Jaxar had
skulked behind him and ended him.’
Horde Killer (Martial) When the character makes an
‘ Angest stood proud and triumphant, attack on an enemy who is
even as the beasts tried to drag him unaware of them, the attack has the
down to the dirt by weight of number Upper Hand and deals double the
alone. Their teeth and claws dashed normal amount of damage.
harmlessly against his shield and his
sword slew two of them with each and
every blow.’
When enemies Gang Up on the
character, negate the first two
instances of the Upper Hand.
23
Non-magical weapon attacks made
against the character are Against
The Odds.
Master of Deceit (Devious)
‘ He had a silver tongue, that boy
Betram. He could talk anyone out of
anything, such was his blather and
guile. He wasn’t much use in a fight
though, divines bless him.’
The character has the Upper Hand
on Wit based Stat Checks when
lying to NPCs.
Nimble Dodge (Devious)
‘ Kyra was lithe as anything. She
ducked and dived through the melee
Lay On Hands (Holy) and nothing touched her as she went.’

‘ Caramon placed a hand over the gaping The character has the Upper Hand
when trying to Escape while in
hole in Mercer’s chest wound, blood
staining the sleeves of the Godsman’s combat.
robe. He said a line of prayer, and the
flow of blood began to slow then ceased Nose of the Dog
entirely.’ ‘ After years in her chemic filled lab,
The character can spend an action Deliah had a keen nose. She could tell a
and a point of Grip to restore an half-gram of sulphur from ammonia at
ally's Vigour by an amount equal to twenty paces and always smelt a
D3 + the character's Will. Crypt-thing before she saw it.’
The character has the Upper Hand
My Shining Armour Gleams on smell based Observation
Checks.
(Martial)
‘ Sir Durandel entered the Crypt with his Radiant Blade (Holy)
plate lustrous and polished like a mirror.
He returned covered in mud and
‘ Thaddeus spoke the name of his God
and his sword lit with cold licks of holy
excrement, and caked with blood that
flame. It swung with righteous force
was not his own.’
and took the head of the Crypt-thing
clean from its shoulders.’

24
The character can spend an action thus react inconsistently with
and a point of Grip to make a special the other senses. These
attack. The attack is made with the changes will last for the next
Upper Hand and deals D3 extra minute.
damage if it hits. The additional D3
damage counts as magical for any Spirits of the Beyond (Arcane/
relevant Advancements and
Adaptations. Holy)
‘ Krauss, who was a gravedigger by
Rallying Shout (Martial/Holy) trade, knelt over the corpse and put his
‘ The beasts were upon us, but Hallion hand down into the depths of its throat,
cried out in full voice the name of our reaching for some blackened thing. The
city, our homeland; sweet Lendal to cadaver convulsed, opened its pale eyes
which we would one day return. Our and pulled itself to its feet. That wasn’t
spirits strengthened, we pushed them the last time we saw him raise the
back and claimed the day.’ dead.’

The character can spend an action The character can spend an action
and a point of Grip to grant each ally and a point of Grip to reanimate a
who can hear them a point of corpse to serve them until the end
Vigour. of the combat with the below stats.
Shadow Glamours (Devious/
Corpse
Wit
Arcane) Brawn Will
‘ With a sly grin, the assassin gave a 1 1 0
wink, spoke a cursed word and melted Vigour Initiative Adaptations
into a cloud of shadow.’
6 -3 Undead
The character can spend an action
and a point of Grip to either:
- Gain the Upper Hand on a Wit Tough As Nails
check to hide. ‘ Dellius was always a stubborn man,
- Make all enemies Against The defined by his grim refusal to die.’
Odds on Observation Checks The character gains an additional
to spot them for one round. point of Vigour for each
- Alter visual aspects of the Advancement they have. When
character’s cosmetic Injured, spend a Grip point to roll
appearance, such as clothing, two dice on the Injury table and
facial detail or hair. These choose the result you prefer.
changes are visual only and will
25
Toxic Blade (Devious) Trap Breaker (Devious)
‘ Jacke was known to lace his blades in all ‘ Knowing something was wrong, Lorel
sorts of venoms. He made them with rapped her knuckles against the floor,
ingredients he harvested from the Crypt noting the vacant, hollow sound. She
and its inhabitants. Briarwine, Cyst- raised her fist, a signal for the party to
Taint, Liar’s Bane, Widowkiss, wait, and then pointed towards the
Milkweed, Cadaver, Gankleblood. That spot from where she reckoned the pit
man had a poison for everything.’ trap would trigger.’
At the end of each adventuring day, The character has the Upper Hand
the character can spend a point of on Stat Checks made to make,
Grip to prepare a dose of a type of modify or disable traps or secret
Poison. Poison is applied to a doors and Observation Checks to
weapon or kept as a dose to be put in detect them.
food or drink.
The first time a Poisoned weapon Weapons Master (Martial)
deals damage to a monster, or when ‘ Crellace was a dancer and fine
a monster consumes the poison, they swordsman. In all my years, I never
are affected by a negative knew a man his match for his
Adaptation or status condition for 5 darting silvered blade.’
minutes or until the end of the
combat. Once the Poison is used, it is When taking this advancement, the
gone. character chooses one type of
weapon. Once per combat, the
When taking this advancement, character can spend a point of
choose two types of Poison that the Grip. For the rest of the combat,
character can make: from the attacks they make with that type of
following , Brittleskinned, Dulling weapon have the Upper Hand.
(-1 Will), Hex-Addled, Maiming (-1
Brawn) , Paralysing (-1 Wit). Weapons Master can be taken
multiple times to gain it for
Toxic Blades can be taken multiple different types of weapon.
times to gain the ability to make
different types of Poison and make
an additional Poison each
adventuring day. The character can
A Note On Destructive
make an additional poison per
adventuring day and add 2 more Magicks
types of Poison to their list each time The use of magic as an offensive
they take Toxic Blades. weapon always bears
consequences.

26
Using Advancements like Fire In narrative terms, spells that miss
And Lightning Strange is the (or hit) will scar the landscape of
equivalent of unleashing a hand the battle field. Blasting magic
grenade in a modern knife fight. unleashes excessive force and
Remember, intelligent enemies energy, such as heat, radiation or
who see themselves at a cold. The equipment or spoils
disadvantage will flee. carried by a target may be
rendered useless by these kinds of
More powerful spells that target magic, as may loose items in the
entire Zones will also hit allies for Zone targeted if the attack misses.
full damage. While Doomsayers can use this to
punish players who are careless,
smart players may use this to their
advantage.

27
"Albert, illegitimate offspring of Lord Dentwine, was mocked with the
bastard's name Du Lac. He was trained by the Marshall of his father's keep.
His helm was castle forged. He was a soldier, a freeblade and a warrior born.
He was a blessing in the Crypt. Every swing of his mighty hammer brought
screams to the beasts that we faced. He was the grim, implacable certainty of
victory that spat in the face of our enemies. They would come against him
with tooth and claw and be turned by the strength of his cold-steel plate.
When his titling came, that named him the Blackhammer."

28
Chapter 4: Playing The
Game
You now know how to make a greater than 9, the character has
character, so here’s how to use one to passed the check and succeeded in
play the game. their attempt. If the result is less than
9, they have failed the check and
Stat Checks their attempt has been unsuccessful.
In either case, the Doomsayer will
The basic mechanic in Best Left narrate the result and then the
Buried is the Stat Check. A Stat character may be able to do
Check is required when a PC, NPC something else.
or Monster attempts to do The target number for a Stat Check
something that has a chance of is always 9. If the Doomsayer wants
failing. Opening an unlocked door to make the situation harder or
doesn't require a Stat Check, but easier, they should not change the
forcing open a jammed or blocked target number, they should instead
door does. Walking across a clear apply the Upper Hand or Against
room doesn't, but quickly traversing The Odds.
a room filled with traps or hazards
might. Remembering the name of
their hometown doesn't, but The Upper Hand
recalling an obscure fact about its
history might. The Doomsayer will give the
character the Upper Hand if their
Stat Checks also act like saving task is easier than a usual Stat
throws from other famous games, Check. This might be the case due to
and might be used to shrug off the an advancement, some training,
effects of poison, dodge a dragon's situational equipment or the
breath or resist a spell. circumstantial nature of the
A Stat Check either relates to one of environment. A door might be easier
the three stats (Brawn, Wit or Will to force open if the character has
as described in Chapter 2), or may be someone helping them, is using a
an Observation Check, detailed later crowbar or if the door is made of
on. sodden, rotten planks. Any of these
elements would grant a character
To make a Stat Check, roll 2D6 and trying to force the door open the
add the result to the relevant stat Upper Hand.
modifier. If the total is equal or
29
When making a Stat Check with the while waist deep in water, they do
Upper Hand, the player instead rolls so with the Upper Hand, as two of
3D6 and discards the lowest, adding the instances cancel each other out.
their stat and comparing it to the The crowbar cancels the water, but
target number as usual. the door is still rotten, so it's easier
than normal. If the same character
also found the door to be blocked
Against The Odds by something on the other side,
The Doomsayer will put the then the two instances each would
character Against The Odds if their cancel each other out. Rotten and
task is harder than a usual Stat crowbar now cancels out water and
Check. This might be the case due to blocked, so the character would roll
an adverse Advancement, a 2D6 normally.
Consequence, their lack of training Additionally, if a character gains
or necessary equipment or the three more instances of the Upper
circumstantial nature of the Hand than Against The Odds, the
environment. A door might be check becomes Trivial and the
harder to force open if the character character no longer has to make a
has an Injury or is waist deep in Stat Check. The odds are so heavily
water, or if the door is particularly in their favour that it is no longer a
well constructed or jammed on the matter of chance.
far side. Any of these elements
would put a character trying to force Likewise, if there are three more
the door open Against The Odds. cases of Against The Odds than the
Upper Hand, the check becomes
When making a Stat Check with the Impossible and the character can
Against The Odds, the player no longer made the Stat Check and
instead rolls 3D6 and discards the automatically fail. The odds are so
highest, adding their stat and heavily against them, there is no
comparing it to the target number as chance of success.
usual.
Gameplay in Best Left Buried is
based around players trying to
Multiple Instances ensure as many cases of the Upper
Gaining two instances of the Upper Hand as possible, both to eliminate
Hand or Against The Odds does not any instances of being Against The
grant any extra dice. Stat Checks are Odds and, if possible, to eliminate
never rolled with more than 3 dice. chance entirely and render the Stat
Check Trivial.
However, each case of the Upper Equally, don't let the rules here
Hand cancels out a single case of cancel out common sense.
Against The Odds and visa versa. If Everything is a guideline. If the
a character with a crowbar is trying Doomsayer says the check is
to open a door with rotten wood
30 Against The Odds, this is final.
Observation Checks
Players make Observations Checks
when trying to discern particular
unusual features of an environment.
Characters use them when trying to
see, smell or hear something that
wouldn't be trivial to notice. They
can normally always hear the
speech of their companions in a
quiet room, but they might not be
able to over the cacophonous groans
of a ghoulish horde or the
thundering machinery of a ruined
dwarven forge. character might see the arcane
They might use it to recognise the runes on the wall of the dungeon,
Duchess's distinctive perfume or to but they will not understand their
recognise a particular chemical importance. They might mistake
stench. They might use it when the shouts of their party members
trying to spot mysterious figures in as background noise.
the fog or noticing arcane runes Doomsayers can also respond to a
etched into the dungeon walls. failed check with a description that
Following the Doomsayer's general reflects uncertainty or is intended
description of the location, players to mislead the party. They might
may ask for further detail, which even offer them correct information
may require an Observation Check. in a manner that seems unreliable,
Alternatively, the Doomsayer may reflecting their poor observation.
ask one or more characters for a There is no stat relating to
check to notice hidden dangers, Observation Check, just roll 2D6
such as traps, or other details. Note, and compare the sum to the target
even if the character passes a self of 9.
prompted check, there may in fact
be nothing notable to describe and Common Advancements relating
then the Doomsayer will simply to Observation Checks are Eyes of
explain this. When characters make the Hawk, Nose of the Hound and
an Observation Check they aren't Ears of the Owl, which grant the
just checking to see if they perceive Upper Hand in Observation
something, but also to find out if Checks.
they perceive it as noteworthy and
worth paying attention to. The

31
Within the confines of the battle,
Combat the Doomsayer may request a
Combat works differently from recalculation of Initiative, if the
normal gameplay in Best Left battle takes a sudden turn or the
Buried. Normally, time moves at the plane of the combat shifts. If you
pace the Doomsayer desires and the want to play on hard mode,
players can move or act however cultivate randomness and
they wish. The Doomsayer may encourage innovative tactics that
prompt movement from different don't rely on a static turn order,
characters in different order to let you could even recalculate
them do different things. Initiative every turn.
However, in combat time is strictly
divided into Rounds, each Surprise
representing about 10 seconds of in In Best Left Buried, rarely are
game time. During a Round, combats a set piece battle. They are
character take Turns in a specific often a result of an ambush, one
order determined by their Initiative. party sneaking up on another or a
Characters can only move and act on chance encounter in a random
their Turn and not during other hallway. If a character might be
characters’ Turns. Surprised and not ready for the
start of a combat, they cannot move
Initiative or take any other action on their
first Turn.
Initiative determines the order of
action within a single Round. Getting the drop on the bad guys is
an easy way to make a hard combat
Initiative is determined by rolling a easier. Likewise, even the most
D3, and then adding the character's measly of foes will be more of a
Wit and any modifiers from their threat if players have no time to
weapons, Advancements or react.
Adaptations.
Characters take turns in descending
Initiative order, with the highest Zones
going first. Like time, space in combat is more
Note down each character's precisely defined than in regular
Initiative for the combat. If a new play. An area in a combat is called a
character or monster arrives, then Zone, and represents the space that
determine their Initiative. a character could easily move
through or into during one turn. It
might be a large, open, circular
space about 20 metres across or a
very small cramped space full of
32
lots of obstructive terrain that would Attack – Characters which Attack
heavily slow movement. It might be on their turn can make an Attack
a sheer cliff that takes a turn to scale. roll with a weapon they are holding
The Doomsayer should map out or in their hands or on their belt. If
describe the details of each Zone to they attack with a weapon on their
the players and explain any barriers belt, this weapon is now in their
that might keep them from moving hands and the previous item is now
from one Zone to another. on their belt. If they can't place the
item in their belt, then they drop it.
A normal character can move from Move – Characters that Move on
one Zone to any adjacent Zone their turn can pass through an
during their Turn. Faster characters additional zone that turn, doubling
might be able to move two or more the distance they can travel.
Zones during their Turn.
A character can attack an enemy Escape – Characters that Escape on
with a melee weapon if they are in their turn can Escape safely
the same Zone as you. without having to take a Wit Check
to see if an enemy can attack them
A character can attack an enemy as they run away.
with a short ranged weapon if they Use an Advancement – Lots of
are in an adjacent Zone to you. Advancements and Adaptations
A character can attack an enemy require characters to spend their
with a long ranged weapon if they turn to use them.
within 5 zones of you. Finish Him! - Any enemy might
Some Zones are ordinarily use Finish Him on their turn to
Impassable. This might include the finish off an unconscious character.
space above a crevasse, a cave wall Do Something Else – If a character
or cliff. You cannot move through an wants to try something different or
Impassable Zone unless you have not explained in the normal rules,
an Advancement or Adaptation that they might need their turn to do it.
allows you to do so. They cannot use any items located
in their backpack, only items from
Turns their hands or belt. If they do
something with an item from their
On each of their Turns, a character belt, this item is now in their hands
can move one Zone. They also have and whatever they were holding
an action, which can be used on any previously is now on their belt. If
of the following: they can't place the item in their
belt, then they drop it.

33
If two of the three D6 plus the Stat
Attacking used for the attack are less than the
Attacks can be made by a character target number, the attack does
on their turn. To attack a target, the nothing.
character must be able to see it, Note: The smaller dice of the 3D6
which may require an Observation may be enough to beat the target
Check if the target is hidden or score, especially if you roll well, the
obscured. character has good modifiers or the
Attack rolls have a target number, target number is low. If so, a
usually between 7 and 11. For a character may be deal the largest
normal attack roll, roll 3D6. The base dice as damage.
target number is 8, but it might be When attacking with the Upper
changed by equipment such as Hand, roll 4D6 and discard the
armour or shields or monstrous lowest dice, calculating the damage
armour. Advancements may also as above.
change this target number.
When attacking Against The Odds,
If any two of the three D6 plus the roll 4D6 and discard the highest
Stat used for the attack meet or dice, calculating the damage as
exceed the target number, deal the above.
third dice as damage to the target’s
Vigour pool. The damage may The amount of damage dealt by an
change due to the weapon or attack can be modified by some
advancement used for the attack. weapon types.

34
If an attack is ever Trivial, the attack
hits automatically, regardless of target Monsters and Ganging
number. In this case, roll 2D6 and
deal the higher dice as damage. Up
If an attack is ever Impossible, it has Most of the time, monsters work
no effect. like normal characters. They move
If the damage dice against a character like characters, determine Initiative
or monster is a 6, the attack is a like characters and take turns like
Critical Hit. The character or monster characters.
must roll a random Injury in addition If multiple identical monsters are in
to normal damage. the same combat, they share
Example 1: Pietr fires a crossbow at a Initiative and all act at the same
skeleton with a target number of 8. He time. They can, however, still do
has plus +1 Wit. He rolls 5, 3 and 2. 5 different things.
+ 2 + 1 = 8, which meets the target When a monster attacks, decide its
number of 8, so Pietr deals 3 damage target. If multiple identical
to the skeleton. monsters in the same Zone are
Example 2: Thuran attacks an attacking a single character, roll
armoured Crypt-Thing with her war- their attacks together with an
axe. She has +2 Brawn and has used instance of the Upper Hand for
Weapon Master this fight, so attacks each additional monster beyond
with the Upper Hand. The target the first in the same Zone attacking
number is 9. She rolls 6, 4, 3 and 1. the same target.
The 1 is discarded, due to the Upper This mechanic is known as
Hand. 4 + 3 + 2 = 9, so Thuran deals 6 Ganging Up. It is not an option for
damage to the Crypt-Thing and also characters, who always attack
makes it roll an Injury, as this is a individually.
Critical Hit.
Remember, if four or more of the
Example 3: Killian attempts to stab a same monster are attacking the
Cultist with her knife. Killian has same target, the attack may be
already failed a Grip Check imposed Trivial, no matter the attack target.
by the creature, so the Doomsayer This means even the beefiest
rules the attack is Against The Odds. fighters may be dragged down by a
He has +1 Wit. The target number is horde of enemies. Cryptdiggers
8. He rolls a 6, 4, 2 and 1. The 6 is who wish to fight with multiple
discarded, due to Against The Odds. monsters at once are recommended
4 + 2 + 1 does not meet the target to take the Horde Killer
number of 8, so the attack deals no advancement.
damage.

35
Escape Dying
Sometimes in a combat the odds are When a monster or NPC is reduced
poor and characters have to run to zero points of Vigour, it dies.
away to save their skin. When a character is reduced to zero
If a character moves away from a points of Vigour, their situation is
Zone with an enemy monster in it, dire.
they have to make a Wit check to Flip a coin.
Escape. If they fail, they must either
stay in the original Zone or one of Tails, they die.
the monsters in the Zone may make Well done. Your character has
an Attack against them. shuffled off their mortal coil. Cry
If they take the Escape action on for a bit, then make a new one.
their turn, they always escape freely Heads, they are knocked
and never get attacked when leaving Unconscious. Your character is
the Zone. unable to do anything while
Characters are unable to decide to Unconscious apart from slowly
take the Escape action after they fail bleed to near death. After D6 hours
the Wit Check. They have to declare have passed they return to
they are trying to escape with their consciousness and they receive one
action at the start of their turn. Injury and one Affliction. They
don't receive any of the Grip points
they would normally get for
choosing to take on these
Consequences. Nearly dying is
brutal and not fun.
When they are revived from
Unconsciousness, they return with
1 point of Vigour. You may spend
up to 6 points of Grip to grant your
character additional Vigour upon
revival, at a transfer rate of 1 to 1.
While in combat, an enemy might
use their action to Finish Him! over
an Unconscious character. Taking
the action kills this Unconscious
character.

36
This can only be prevented by
another character using their turn to Grip Checks
make a Heroic Rescue. A Heroic Characters are forced to make Grip
Rescue stops the Unconscious Check whenever they are exposed
character from dying, but also uses to a terrifying, mind bending or
the complete turn of the Heroic unfathomable event, monster or
Rescuer, including movement. environment.
The Heroic Rescuer must be in the A Grip Check is a Will check with
same or an adjacent Zone as the a target of 9. If they pass, they are
unconscious character, otherwise the shaken but still level headed and
rescue will fail. If the Heroic Rescuer gain a point of Experience. If they
leaves a Zone with a monster, they fail, they lose 1 point of Grip.
must make a Wit Check to Escape,
as if they moved out of the Zone Some Grip Checks may be Against
normally without using their turn to The Odds or made with the Upper
Escape. Hand. Some environments make
you lose more than 1 point if you
Characters have no obligation to fail.
perform a Heroic Rescue on their
allies, especially since it could very
well get them killed instead. Resting
At the end of each adventuring
Exertion day, you must rest for a while.
Depending on the quality of rest
Characters can use Grip to push and food you have, you gain a
themselves to Exertion. After rolling different quantity of Vigour and
any kind of dice, but before the perhaps even some Grip,
Doomsayer narrates the result of the determined by the Doomsayer.
roll, you may use Exertion to spend
a point of Grip and re-roll any one A few hours of sleep scratched
die of your choice. This can be done together in a wet, damp cave
inside of combat or out. without a fire, while monsters hunt
for you might grant no Vigour at
You can re-roll multiple dice with all.
Exertion, each one costs a Grip
point. Six hours of rest with a single
watch shift in a relatively dry cave,
The new result stands, even if it is along with some rations and a
worse than the original. You can small fire, might restore 3 Vigour.
never re-roll a re-roll from Exertion.
A proper night’s sleep in a guarded
You can also use Exertion to make base camp on the surface, away
an opponent re-roll a single die per from the terrors of the Crypt might
point of Grip while attacking you. grant 5 Vigour.
37
Sleeping in a tavern with a warm require sucessful Stat Checks
mattress and a proper meal might before they can be broken. If the
grant 6 Vigour and a point of Grip. rules do not specify, the
Establishing a well guarded camp Doomsayer decides.
with a good supply of food, light Blinded: Blinded creatures are
and warmth is vital when journeying Against The Odds on all attach
into the Crypt. rolls. All sight based Observation
If you are running multiple Checks they make are Impossible.
characters, think about what they Deafened: Sound based
might be doing while the others are Observation Checks are
adventuring. Some might be on the Impossible for Deafened creatures.
surface doing routine guard duties at Restrained: Restrained creatures
camp, some might be back in the city cannot move during their turn.
spending their hard earned coin on a They can still take an action.
few night's rest.
If your entire Cryptdigger company Stunned: Stunned creatures cannot
heads back to the city to gain some take an action on their turn. They
more Grip, consider making some can still move.
new characters to continue the Immobilised: Immobilised
adventure while they recuperate. creatures cannot do anything in
their turn. They cannot take an
action or move.
Levelling Up
The DM will give characters
Experience for overcoming Grappling
obstacles, surviving combats, Grappling takes an action in
passing Grip Checks or gaining combat and can be done in place of
treasure. Every 8 points of an attack against an enemy in
Experience, your character increases melee range. The grappler must
in power. They add a point of make a Brawn check. If they pass,
Vigour and Grip to their respective the grapplee is Restrained. To
pools and can take a new escape and remove this condition,
Advancement from Chapter 3. the grapplee must pass a Wit or
Brawn check. The grapplee can
take other actions while grappled,
Status Conditions but they may be Against The Odds
Best Left Buried has the following if this requires movement. The
status conditions. Most will either grapler is also effectively
persist for one turn, but some might Restrained, and must use their
last for a minute or until the end of action to continue to Restrain the
the combat. Some conditions may grapplee.
38
Weird Rules
Lots of RPGs come with very precise
rules intended to deal with
gameplay situations. Doomsayers in
Best Left Buried are encouraged to
improvise their own subsystems to
cover such things. Here are some
examples of small, neat subsystems
designed to deal with these
situations.
Darkness: Characters in the dark
cannot see unless they use torches,
lamps, campfires etc. Observation
Checks, Attacks and some Stat
Checks in the dark are Against The
Odds. Keep constant track of the
light sources in use and describe the
environment in relation to them.
Encumbrance: Characters can carry
as much stuff as a regular human
can. If they are carrying too much,
their movement may be slowed or day they do not eat, they lose a
they may find themselves Against point of Grip and Vigour (0 on the
The Odds for some checks. first, 1 of each on the second, 2 of
Drowning or Suffocating: A each on the third and so on).
character can hold their breath for Overland Travel: Under optimal
one minute. After that, they begin to conditions characters can normally
die and lose a quarter of their travel 32 kilometres (20 miles) a
remaining Vigour and Grip every 15 day over 8 hours. The quality or
seconds until they die. quantity of roads, terrain, weather,
Falling: If a character falls off exhaustion or mounts might
something, they will take some increase or decrease this amount.
damage to their Vigour depending Swimming, Climbing or
on how far they fall. If they fall a Crawling: You can swim, climb or
long way, they will probably die. crawl at half the rate you can move
Food and Drink: Characters who do normally. As a result, Zones that
not eat or drink enough food for an require these kinds of movement
adventuring day do not regain Grip will be very small.
or Vigour at its end. Each additional
39
“When we found Albert, only the corpse and the coins were left. He was pale
as morning snow, with two puckered holes above his right ear. I hope he was
lucky enough to have died of shock before he felt the fiend drinking him.
Karts vomited, leaving what was left of his breakfast on the floor of the cave.
The rest of us looked on, taken aback but in no way surprised.
Ulan simply took a swig of her flask and heaved the sacks of gold into her
pack.
“He was a good man.” she said. ”Let’s not waste too long mourning him.”
We agreed, and headed deeper into the Crypt."

40
Chapter 5: Consequences
Most adventurers don’t do well in - To fuel Exertion, such as re-rolling
the Crypt. They are regularly half- failed Stat Checks or attacks, as
killed by murderous monsters and outlined in Chapter 4.
power hungry wizards, left with
festering wounds and lingering - As a result of a failed Grip check,
injuries. The black ichors of magic as outlined in Chapter 4.
and the touch of the void corrupt - As a result of certain
their bodies, sickening and mutating Consequences your character has
their very flesh. Mystical terrors, accumulated during play, as
impossible monsters and lack of outlined in this Chapter.
amenities drive them closer to
damnation inch by inch.
The Crypt breaks people. The Nice Version
For those that prefer not to engage in
the normal Best Left Buried
Grip experience, or simply prefer a
Grip is the mechanic used in Best simpler game, us the following rules:
Left Buried to represent spiritual Characters instead have 3 + Will
and physical decay and ruination. score points of Grip.
Being reduced to zero Grip is just as
lethal as being reduced to zero They regenerate their full total after
Vigour. If you run out of Grip your each full night of rest.
character loses the final straw. They When characters are reduced to zero
lose their sense of self completely Grip, they don’t die, they just have
and either die of shock or a heart no points left to use for that day.
attack, lose the will to live or run off Every time characters would gain a
into the dungeon and join the other new Advancement, they gain a new
denizens of the Crypt. point of Grip to add to their starting
Grip is spent in multiple ways: total for the day.
- To fuel Advancements, particularly
magic, as outlined in Chapter 3.

41
- Should I burn through Grip, or
Consequences conserve it as much as possible?
Grip does not regenerate over time. - Should I take Afflictions, which
It is not recovered by long rests or harm me mentally and socially, or
spa trips. Occasional trips back to Injuries, which harm me
society may allow you to regain physically?
individual points, but, usually, once
it is gone it is gone. Use it wisely. - Do I risk rolling an Injury in
combat, which could knock me
To prevent characters from running unconscious or kill me?
out of Grip, they develop - Do I take Character Flaws, which effect how I roleplay, or Growing Afflicitions, which have minor effects initially but can grow over time to punish me?

Consequences. Consequences are - How many Consequences can I


the results of unfortunate events that take before I retire the character, or
happen to them in the Crypt or ways being pushed out of adventuring
of characters coping with the weird by fearful party members?
and terrible things the Crypt throws
at them. Also, roleplaying characters with
drawbacks gained as a result of
Consequences are divided into their actions in the Crypt is great
Injuries, or Afflictions. Injuries are fun. Knowing why your Veteran is
a result of a wound or attack. an alcoholic makes pretending it a
Afflictions are delusions or mental lot easier. Remembering that time
problems, developed due to the your Cultist lost their hand only
terrifying and mind bending makes victories you earn in spite of
inhabitants or environments of the it deeper.
Crypt.
You can take a Corruption or
Affliction at any point while not in
combat. Injuries, however, can be
taken at any point, including during
combat.
This creates a number of gameplay
decisions:
- Should I push my character until
the point of near death, and accept
Consequences as late as possible, or
just pile on the Consequences early
to make sure my character stays
alive?

42
Injuries

Roll 1 2 3
1 You are Dead (Lose 2d6 You are Unconscious Take an Insanity
Vigour instead if a (Lose 2d6 Vigour (Lose 2d6 Vigour
monster) instead if a monster) instead if a monster)
2 Lose an hand/arm. Can Lose a foot/leg. Moves a Lose an eye. Against
only use weapons that Zone every two turns. the Odds on
require one hand. Against the Odds or Observation checks
Against the Odds or Impossible on tasks you that rely on sight.
Impossible on tasks you need two legs for.
need two hands for.
3 Lose a point of Brawn Lose a point of Wit Lose a point of Will
4 Lose D3 Vigour Lose D3 Vigour Lose D3 Grip
5 Against the Odds on Against the Odds on Against the Odds on
next Attack Roll. next Stat Check. next Observation
Check.
6 No Effect No Effect No Effect

Injuries Afflictions
Taking an injury voluntarily in Taking a random Affliction resets
combat reset your Grip to 5. the character’s Grip to 10. If the
player and the Doomsayer can
Your character will also be injured if agree on a thematically appropriate
a monster deals 6 or more damage to Affliction without rolling on a
them in a single hit, known as a random table, taking this instead
Critical Hit. This does not grant the will also reset Grip to 10
character extra Grip.
Roll a D3 and a D6 to determine a
Roll a D3 and a D6 on the above random Affliction. There are three
table to determine a random Injury. types of Affliction: Character
Flaws, Growing Afflicition and
Special Affliction.

43
A Character Flaw is an affliction that Consequence again, they take the
relies on delusion and social check normally. If they take it a
roleplaying. If a player fails to third time, their checks are Against
roleplay a character with a Character The Odds. If they take it a fourth
Flaw properly (such as a character time, such checks are Impossible
with Hoardlust as giving money to and as such are automatically
beggars, or a character with Despair failed. If your character becomes
of Worthiness appearing confident this psychologically damaged, you
or arrogant), the Doomsayer should should probably retire them and
first warn them, and then deduct make a new character.
Grip points from them if this Growing Will checks still have a
behaviour continues. Players should target number of 9 and are rolled in
not use a Character Flaw as a cheap the same way as a normal stat
and easy way of getting more Grip check.
points. They are a manifestation of
psychological trauma and as such If you already have a Growing
should not be mistreated. Afflicition, you can choose to take
If you re-roll the same Character it again to reset to the full 10 Grip,
Flaw twice, you should either as if you rolled it randomly. The
roleplay it as worsening or re-roll Doomsayer may choose to veto
another condition. this, especially if it a situation
leading up to the Affliction did not
Growing Afflicitions usually match its associated Trigger.
revolve around making Will checks Growing Afflicitions often have
to avoid certain behaviours. The first Triggers. Some insanities are
time a character develops a Growing Triggered by interaction with an
Afflicition, the character has the entity, monster or opportunity. For
Upper Hand on the associated example, Silver Fingers means the
Growing Will check. If they take the character compulsively steals
Growing Afflicition as a

Insanities
Dice 1 2 3
1 Despair of Worthlessness I Shall Be Clean Solace In The Bottle
2 They Are Watching The Glorious Blaze Feasting Dreams
3 Hoardlust Silver Fingers Love of the Dirt
4 Guided By The Gods Frothing Rage Man-Eater
5 I Am The Fire Debilitating Dread Brittle Minded
6 Lost And Without Hope Bitter Grudge Unholy Communion
44
things. Silver Fingers is Triggered The Odds while attempting all
whenever an afflicted character sees other actions but attacking and
something they can easily steal. The destroying their Trigger. A
Doomsayer might declare a Trigger character may develop a Bitter
or the player might suggest a Grudge against more than one type
Trigger for their character. Other of monster if they take it a second
players can also suggest potential time.
Triggers, but don’t expect to keep
your friends for long if you’re Brittle Minded (Special
regularly pointing out their Affliction)
character’s Afflictions.
Some Afflictions, such as Bitter Characters who are Brittle Minded
Grudge or Debilitating Dread, come have been rocked and half broken
with a modifiable Trigger. Players by the horrors they are exposed to.
and Doomsayers should negotiate Any future Grip Checks they make
this Trigger together, but namely are Against The Odds.
they should relate to a monster or Debilitating Dread (Growing
feature of the environment the
character has faced recently, Afflicition)
preferably one they spent a large Characters with Debilitating
quantity of Grip fighting or Dread develop an irrational (or
surviving. For example, a highly rational) fear of a certain
Cryptdigger who has been fighting environment, type of monster, or
poisonous spiders buried in a dark, specific foe that can reduce them to
web filled tunnel might a shivering wreck. Whenever
understandably develop a Debilitating Dread is Triggered,
Debilitating Dread of monsters with the character must roll a Growing
lots of legs. They might also hate the Will check. If they fail, they must
dark, webs, tunnels, spiders or either spend a Grip point or be
poisonous monsters. Against The Odds while
Bitter Grudge (Growing attempting all other actions but
running and hiding from their
Afflicition) Trigger until the threat is passed. A
Characters with a Bitter Grudge character may develop a
develop an encompassing hatred of a Debilitating Dread of more than
certain type of monster, or specific one type of monster if they take it a
foe. Whenever Bitter Grudge is second time.
Triggered by such an instance, the
character must roll a Growing Will
check. If they fail, they must either
spend a Grip point or be Against
45
Will check. If they fail, they do not
Despair of Worthlessness regenerate Vigour or Grip after
(Character Flaw) that rest.
Characters with Despair of Frothing Rage (Growing
Worthlessness develop a deep and
foreboding sense of self hatred. They Afflicition)
find themselves without goal or Characters with Frothing Rage
motivation and often undersell their often pass into fits of uncontrollable
abilities to both themselves and anger during combat. At the start of
others. They may be characterised by a combat, roll a Growing Will
meekness, inactions or lack of check. If they fail, they spend a
confidence. Grip point or attack the enemy
with relentless, uncoordinated
Feasting Dreams (Growing aggression for the rest of the
Afflicition) combat. They will spend Grip on
the most powerful attacks and
Characters with Feasting Dreams abilities they can muster to defeat
are afflicted with harsh and the present foe. The Doomsayer
terrifying nightmares. Whenever a might take control of your
character with feasting dreams tries character for a round if he believes
to sleep or rest, they take a Growing they are acting too tactically. While
in this state, the character has the
Upper Hand on all melee attacks.
Guided By The Gods (Character
Flaw)
Characters who are Guided By the
Gods believe that a divine figure
has chosen them to fulfil some
sacred quest or mission. This figure
might be a God, Blackbeast or
Dreaming Ancient, or some other
monster entirely. They may be
characterised by self-righteousness,
arrogance or believing their actions
are guided by Divine providence
and they can do no wrong. The
divine figure may be real, or not.

46
some way, they must roll a
Hoardlust (Character Flaw) Growing Will check. If they fail,
Characters with Hoardlust have an they do not gain any Vigour or
unhealthy love for gold and treasure. Grip points for that rest.
Sometimes Cryptdigging leaves
them hollow and reduces their Lost And Without Hope
desires to a obsession with obtaining (Character Flaw)
money and other material goods.
This condition is also known as Characters who are Lost and
Dragon-Sickness. In order to gather Without Hope have seen too much
more worldly power they will be evil in the Crypt, and have come to
prepared to backstab or betray NPCs realise the world is doomed to end.
and eventually even party members. As they believe the final days of
If given the choice of saving an NPC society are coming, they begin to
or escaping with a large quantity of prepare for the Apocalypse. To do
treasure, they will often choose the this, they repent for their sins and
money. They may be characterised attempt to purify their bodies and
as selfish, mercenary and avaricious. souls with self-mutilation with
tattoos, piercings or deliberating
I Am The Fire (Character Flaw) wounding themselves. They might
Characters with I Am The Fire have be characterised by lack of respect
let their abilities get to their head for their own mortality, apathy to
and believe themselves above their the consequences of their actions or
fellow Cryptdiggers and even the long, uncontrolled raves about the
denizens of the Crypt itself. They rapture to anyone who will listen.
might dismiss even the sagest advice Love of the Dirt (Growing
from their companions, as of course
their plan is better. They might also Afflicition)
mock and patronise their fellow Characters with Love of the Dirt
Cryptdiggers and other NPCs. They develop a hatred of cleanliness and
are characterised by arrogance, order. They will refuse to clean
selfishness and abusiveness. themselves and will wallow in dirt,
I Shall Be Clean (Growing filth, blood, slime and other
unnatural elements of the Crypt.
Afflicition) Eventually, their body itself begins
Characters with I Shall Be Clean to decay. For each instance of the
develop a neurotic hatred for dirt, Growing Afflicition they become
filth, slime, blood and other unclean increasingly disgusting for other
elements of the Crypt. Each night the humans to interact with. They are
character sleeps while not having Against The Odds when making
bathed or cleansed themselves in Wit checks to interact with a non-
hostile NPC. They might also be
47
barred entry into certain social
environments while away from the Solace In The Bottle (Growing
Crypt. Each night the character Afflicition)
sleeps while having bathed or
cleansed themselves in some way, Characters with Solace in the
they must roll a Growing Will Bottle try to dull their mind with
check. If they fail, they do not gain substances such as drugs or
any Vigour or Grip points for that alcohol. If they try to rest without
rest. dulling their mind with drink they
must take a Growing Will check. If
Man­Eater (Growing Afflicition) they fail, they do not regenerate
Vigour or Grip after that rest.
Characters who are Man-Eaters While in the alcohol addled state,
develop a taste for human or demi- they are Against The Odds when
human flesh and blood. If they try to making Wit checks that rely on
rest without consuming the flesh of a sudden reactions and have the
human or demi-human, they must Upper Hand when making Grip
take a Growing Will check. If they Checks due to a terrifying monster
fail, they do not regenerate Vigour or environment.
or Grip after that rest. Obviously,
cannibals are hunted down and The Glorious Blaze (Growing
killed by other members of society,
so the character should usually act to Afflicition)
hide this insanity from their party. Characters with The Glorious
No one wants their Cryptdigging Blaze develop a love for the thrill
companions to eat their corpses. of arson. When exposed to an easy
Silver Fingers (Growing opportunity to set something on
fire, The Glorious Blaze is
Afflicition) Triggered and the character must
take a Growing Will check. If they
Characters with Silver Fingers fail, they must either spend a Grip
develop an uncontrollable urge to point or attempt to set it on fire.
steal things. When exposed to an Characters with The Glorious
easy opportunity to steal something, Blaze also love looking at fire. They
Silver Fingers is Triggered and the recover an additional Vigour if
character must take a Growing Will they spend a rest watching a
check. If they fail, they must either burning fire, gazing into its silky,
spend a Grip point or attempt to luscious depths as it descends into
steal it. embers.

48
They Are Watching (Character Unholy Communion (Special
Flaw) Affliction)
Characters with They Are Watching Characters with Unholy
believe the world is secretly run by a Communion are contacted in
cult, secret society or organisation dreams and visions by a Dreaming
ran by demi-humans, demons, Ancient, Herald, Blackbeast or
ancient gods or aliens. The players other supernatural force, who
around the table should take a offers them power in exchange for
minute to brainstorm the exact service. Unholy Communion
nature of this cult. They might be entails either service to a powerful,
characterised by general paranoia, evil being or a destructive rebuke.
strange ticks to avoid persecution The character must take Eldritch
and detection, or checking NPCs for Pact as their next advancement, or
obscure details that might reveal else have their Grip reduced to 5 as
them as a non-human or member of they are wracked by psychic
the shadowy cult. vengeance from their angered
Of course, the cult probably isn’t real patron. Following this rejection,
and the character is probably just their Grip can never again increase
deluded. above 5 for any reason, including
rest and additional Consequences.

49
50
Chapter 6: Monsters
Monsters need to be flavourful. players call them Tombdwellers,
Think of something cool and Nightbears, Shamblers or Scale-
terrifying that exists in your players fiends. Telling the players what the
deepest, darkest nightmares. The monster is called secures them in an
numbers aren’t important, they are expectation of its power. It makes
just a chassis, the skeleton of some the characters able to quantify the
terrible beast. It is your job to give monster and decide whether they
the monster flavour, personality, and can kill it. It makes them into
a unique look and feel. mathematical agents, not
Never say, “You come into the room Cryptdiggers facing a do or die
and see five skeletons. What is your
situation.
initiative order?” Making your own monsters keeps
Describe the monster in all of the your players guessing. No
grandeur and flourish you can Cryptdigger apprentice knows every
muster. When they kill it, it makes monster in the Crypt. Such a thing
the fight all the more memorable. would be impossible.
Put on a silly voice. Sound vague Don’t make the players simulate
and mysterious. Use purple prose. their character’s fear or hesitation
Milk it. when faced with a supernatural
Instead, say, “ Through the thick, liquid threat, make it genuine and sincere.
shadows shamble five vague shapes. Combats do not only exist to be a
Hanging from bone are rags and tatters drain on a character’s resources and
of baleful cloth. They are the remains of slowly drag them closer to death.
an ancient warriors, risen from the From a game design and resource
grave by some sinister magics. They perspective it is their purpose, but
traipse towards you with a slow and never let the players feel like that.
awkward gait. The glimmering blue Keep them on the edge of their seats,
soulfire that sits where their eyeballs half dying from suspense.
might once have been stares at you and
In Best Left Buried, every fight
through you. What do we want to call
them?”
could a character’s last. Make them
fear it.
Always let your players name the
monsters. Never tell them they are
fighting standard monsters, like
Wights or Zombies or Were-Bears or
Dragons. Even if they are, let the
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have higher scores, being
Monster Stats equivalent to characters in Plate or
To make a monster do as follows: Basic Armour or even having a
Shield. Avoid giving monsters an
- Come up with a crazy idea for a attack target of more than 11,
creepy, violent or inhuman monster unless you want it to be a beastly
that would live in the dark corners of challenge for high level characters.
the Crypt. Players like hitting monsters, so
- Give it some Stats. A standard increase the Vigour pool instead or
expendable mob might have +1, 0, -1 give it an advancement like
across the three stats. More powerful Ironshelled or Hex-Proof.
monsters might have +2, +1, 0 or - Give a monster a list of things it is
even higher. Characterful monsters good and bad at to increase its
tend to have stats with a high flavour. It has the Upper Hand on
variance. things it is good at, and is Against
- Give it some Advancements. You The Odds at things it is bad at.
might choose something from For monsters from other famous role
Chapter 3, or one of the monster playing games, give monsters around
Adaptations from below. D6 Vigour and 1 Grip per “Hit Dice”.
- Give it some Vigour and Grip. For AC from similar games, start at a
Regular mobs may have less than 5 target of 8 for 10 AC and increase the
Vigour, but more powerful ones target by one for every two points the
have much more. Most monsters in AC increases.
the Crypt are not unafflicted, so have
zero Grip, but others might have
their own supply. Monster Adaptations
- Decide if it has any weapons, or You can give a Monster any
natural weapons, such as claws, Advancement that would make
tentacles, fists or teeth, that may act sense, or one of the Adaptations
like weapons. below.
- Decide how quickly it moves and If a monster has an Advancement
thus its Initiative modifier. that requires Grip, but has no Grip
Remember: Monsters that deal high of its own, it uses a points of
damage and always attack before the Vigour instead. For every point of
players are unsatisfying if the Grip they would spend, the cost is
character is instantly murdered. 2 points of Vigour.
- Give it a score for attack targets. Acidic: The monster can spend an
Most monsters have 9. Easy to hit action and 2 Grip to damage a
monsters may have 7 or 8 (think of it metal tool, weapon, or piece of
as negative armour). Others might armour. This reduces its damage or
52
protection by 1, or imposes Against Compressible: The monster moves
The Odds on Stat Checks made at regular speed through tight
with the tool. If three of these effects spaces, possibly allowing it to
stack, the object breaks. move through Impassable zones or
Amorphous: The monster can spend move through certain zones
an action and a point of Grip to quicker.
transform into a new form. This Corpsemover: The monster can
transformation may be obvious (like spend an action and a point of Grip
a slime taking a new shape) or may to make a humanoid corpse do
be impossible to detect (like a something unnatural, like glow,
Doppelganger or other sinister stand up or dance.
shapeshifter). Devour: The monster can spend an
Aquatic: The monster can breathe action attempting to consume an
underwater. It has the Upper Hand enemy. The enemy must pass a
on Stat Checks made underwater. Brawn or Wit check or be
The creature might be Amphibious Immobilised. On subsequent turns,
or purely Aquatic depending on if it the monster can repeat the action
can also breath above water. and make their target pass another
Beetle Flesh: When killed, the Brawn or Wit check. If the target
monster turns into a swarm of rats, fails, they are fully consumed. This
bats, worms or insects. Unless this will do different things depending
swarm is destroyed, the monster
reforms in D6 days.
Blinking: A monster can use its
action and a point of Grip to
disappear from view and move to a
space up to D3 Zones away. The
monster counts as having used an
Escape action on its turn.
Bloodthirsty: This monster has the
Upper Hand on attacks if the target
has less than half its total Vigour.
Bloodscent: The monster has the
Upper Hand to detect targets with
less than half Vigour
Brittleskinned: Physical attacks
made against the monster have the
Upper Hand.
on the monster, but Vigour damage, Flesh-gorging: The monster can
Grip damage and Injuries are all take an action to feast on a recently
possibilities. deceased corpse. If it passes a
Disguise: The monster can pass as a Brawn check it recovers D6 Vigour.
certain mundane object, such as a Flying: The monster can use its
statue, part of the floor or wall, or a move to fly into the air.
piece of furniture. Characters may Gelatinous Grip: When the
need to make observation checks to monster attacks the target must
notice it. pass a Brawn check or be
Disorganised: An extra monster in Immobilized. The target can use its
the same Zone attacking the same action and make a Brawn check to
target is required in order to Gang Escape.
Up on an enemy. Hex-Addled: Magic attacks against
Elemental: The monster’s attacks the monster have the Upper Hand.
deal damage related to its elemental They are also Against The Odds on
type, counting as magical. Also, Stat Checks made to resist the
attacks of that elemental type made effects of magic.
against the monster are Against The Hex-Proof: Magic attacks against
Odds. the monster are Against The Odds.
Ethereal: Attacks made by non- They also have the Upper Hand on
magical weapons against the Stat Checks made to resist the
monster are Against The Odds. effects of magic.
Fearsome: On first encountering this Hulking: Ranged attacks made
monster, every character is forced to against the monster have the Upper
make a Grip check. Hand. Double the monster’s
Fear of the Light: The monster is Vigour pool.
Against The Odds on Attacks and Ironshelled: Attacks made by
observation checks while in weapons against the monster are
sunlight. Against The Odds.
Firebreathing: Can use up to 2 Lifedrinker: The monster regains
Vigour as Grip to use Fire and Vigour equal to half all damage
Lightning Strange on a target in inflicted by its attacks.
short range. Luminescent: The monster fills a
Flame-wreathed: If a character ends number of Zones with light.
their turn in the same Zone as the Depending on the power of the
monster, they lose 1 point of Vigour. monster, this may be the Zone it is
This effect does not stack. Characters in, every adjacent Zone or even
who are immune to flame damage more.
do not take this damage.
54
Nimble: When the monster makes a Shadowclad: Characters are
Wit check to Escape, it has the Against The Odds on observation
Upper Hand. checks to notice the monster while
Otherworldy Gaze: The monster can in shadow.
spend an action to focus upon one Soulfeast: When the monster kills a
enemy and force tem to make an target, it gain D3 Vigour.
Against The Odds Grip Check. If Spider Climb: The monster can
they fail they lose D3 Grip. stick to walls or ceilings, allowing it
Quick Reflexes: Wit checks made to to pass some Impassable Zones.
Escape from the monster are Against Slippery: Any checks made to
The Odds. restrain the monster are Against
Rampage: When the monster takes The Odds.
damage, it may immediately make Undead: The monster cannot be
an Against The Odds attack against targeted by mind altering magics
a target in the same Zone as it. and does not have to eat, breathe or
Razorclawed: Attacks made by the drink. Reduce the monster's
monster have the Upper Hand. Initiative by 1.
Resistance: Choose a type of Unstoppable: Never roll on the
damage, like fire, slashing, Injury table for this monster. If it is
bludgeoning, piercing, acid, hit with a Critical Hit, simply deal
lightning etc. Attacks against the 1D6 extra damage.
monster using this damage are Violent End: When the monster
Against The Odds. They have The dies, it explodes. Every creature in
Upper Hand on Stat Checks made the same Zone must pass a Wit
to resist such damage. Check or take D3 damage.
Petrifying Gaze: The monster can Weakness: Choose a type of
spend a point of Grip on it's turn to damage, like fire, slashing,
attempt to Petrify an enemy. The bludgeoning, piercing, acid,
enemy must pass a Will check or be lightning etc. Attacks against the
Immobilised. On its next turn, the monster using this damage have
monster can repeat expenditure of the Upper Hand. They are also
Grip and make their target pass Against The Odds on Stat Checks
another Will check. If the target fails, made to resist such damage.
they are fully turned to stone.
Powerful holy magic is required to Wound-Knitting: The monster
resurrect them, and if they return to recovers D3 Vigour per turn.
life treat them as being Unconscious. Depending on the monster, this
might be disabled by acid, cold,
holy or fire damage.

55
Non­Mechanical Threat Manoeuvrability
The following section borrows very Monsters who are stuck in on room
heavily from a blog post by Michael or area are generally less powerful.
Prescott of Trilemma about Non- Conversely, enemies who can move
Mechanical Difficulty Levels for around quickly are much more
Monstrous Threats. It is definitely dangerous. It is easy to exploit
worth a read. He describes many of terrain against a stationary
these concepts with much greater monster, or just avoid them
eloquence than me. altogether and make combat
superfluous. Monsters who move
Best Left Buried has a very flat quickly over a wide area are
power curve. Advancements usually unpredictable and harder to avoid.
tend to grant more tools to solve Also, it is easy to retreat from a
problems, rather than being fix-all stationary monster if the encounter
abilities. Character’s Vigour is also goes sideways, but fast monsters
quite static, and only increases 10- will have the advantage if one
15% with each Advancement. party chooses to flee when the fight
Combat is also swingy and goes poorly. However, mobile
explosive, rarely lasting more than a monsters can be more susceptible
few rounds. You can only really give to being lured into traps, as they
a character or monster +3 for a Stat are more likely to give chase.
before the damage gets out of hand
and almost all attacks result in Cohesion
Injuries. Unorganised monsters are easy to
To present truly dangerous defeat, and they can be picked off
monsters, you have to alter their one by one. Organised groups will
power in ways beyond the numbers. rarely move alone and will
Equally, individually weak monsters seamlessly plan complicated
can become powerful when given manoeuvres. This might be a result
agency to control encounters. of hunting experience, military
Players have more power when they training or even worse, shared
can control the degree of danger they consciousness. However, cohesive
are subject too. Think of each of the groups are generally more
below qualities as a scale you can predictable than lone monsters.
slide to alter power levels and Factionality
challenge the players in different
ways. Different groups of monsters can be
fooled, tricked or persuaded to
destroy each other. Getting
monsters who hate each other to do
this is much easier than splitting up
a strong alliance.
56
Aggression relevant in Best Left Buried, because
of the rules for Ganging Up. Even
Aggressive creatures will seek out the hardiest warriors can be dragged
the party and attempt to destroy down by a horde of enemies.
them. Defensive creatures will
usually stay in the same area and Hidden
may avoid the party entirely if they If the players do not know a threat
are not hostile. Much like exists, the threat is much more
Manoeuvrability, this can greatly dangerous. We try to be as up front
effect the difficulty of the encounter. with players about monsters as
Information possible, and hidden monsters
should be revealed, at least in part,
The more information the monsters to the players with some
have about the party, the more information, even if Observation
dangerous they are. Inattentive Checks are failed.
monsters will usually be unaware or You can use the above list to make
just straight-up ignore the characters, low powered monsters more
but aware monsters will be able to dangerous and high powered
better plan for their opponent. Good monsters less dangerous. A dragon
information may be a result of that is passive, singular and
vigilance or just intelligence. commonly known of might be less
Obscurity dangerous to the party than a tribe
of aggressive, cohesive and
Most monsters in Best Left Buried numerous goblins. It is advisable to
are unknown and mysterious, but fill your dungeons with monsters of
certain monsters are prevalent in differing qualities on the above
mythology. Knowing werewolves scales, so that the dungeon is diverse
are slain by silver bullets, or undead and not solvable with one-size-fits-
are vulnerable to sunlight and holy all solutions.
water is a powerful advantage.
Nebulous and mysterious foes create
more dangerous threats than
common enemies. We try to exploit
this by making all monsters strange
and unknowable.
Quantity
Single enemies are simple to defeat,
numerous enemies are a massive
challenge. This is particularly

57
Monster Moods Great Beast (Dragon,
Not every monster should attack on Manticore, Giant)
sight. Best Left Buried will become 1 Sleepy
very lethal if that is the case. If you
need ideas, assign a monster to one 2 Satiated
of the below categories, and roll 3 Bored
randomly when it is first
encountered to see what it is doing 4 Hungry
or what its mood is. This idea is
stolen from Troika, which rocks. 5 Ravenous
These, even more so than other 6 Enraged
random tables, are guidelines not
rules. If a roll doesn't make sense, re-
roll or replace it with what does. Critter
General (Rats, Goblins, Birds)
1 Helpful 1 Distracted
2 Friendly 2 Inquisitive
3 Indifferent 3 Skittish
4 Wary 4 Opportunistic
5 Unfriendly 5 Hungry
6 Hostile 6 Playful

Abomination (Horror, Tribals (Goblins,


Demon, Elemental) Savages, Bullywugs)
1 Skulking 1 Cautious
2 Gibbering 2 Unobservant
3 Feeding 3 Friendly
4 Sleeping 4 Playful
5 Hungry 5 Lurking
6 Aggressive 6 Scheming
58
Constructs (Skeletons, Otherworlder (Imps, Elementals,
Fungonids, Golems) Poltergeists)
1 Oblivious 1 Nattering
2 Confused 2 Ethereal
3 Indifferent 3 Destructive
4 Defensive 4 Deceitful
5 Implacable 5 Furious
6 Enraged 6 Dispassionate

Cultists (Wizards, Brigands (Raiders,


Priests, Acolytes) Bandits, Adventurers)
1 Enraptured 1 Argumentative
2 Suspicious 2 Plundering
3 Paranoid 3 Resting
4 Deceptive 4 Unaware
5 Ensorcelled 5 Curious
6 Violent 6 Violent

Guards Civilian (Merchant,


(Soldiers, Orcs, Bandits) Captive, Slave)
1 Distracted 1 Fearful
2 Tenacious 2 Confused
3 Lazy 3 Shocked
4 Corruptible 4 Supplicative
5 Arguing 5 Helpful
6 Alert 6 Panicking
59
There are things that dwell in the Crypt, and some
are Best Left Buried.

Best Left Buried is an fantasy horror game where the


monsters are scary and the players are scared. Within the
Crypt, these adventurers will be beset by strange monsters,
bizarre environments and eldritch magics, which will take
them on their journey from freshfaced recruits to grizzled
survivors.

Within its 60 pages, this book contains all the rules you need
to run the game for both the players and the Doomsayer.
Inside are the rules for making characters, as well as the
monsters and magics used to challenge both their minds and
bodies.

Check out othe Soul Muppet books for even more soul
shattering goodness.

62

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