There are 11 inventory slots on the character sheet, each is numbered and can store any items (but only equip certain ones, as indicated in parenthesis).
(1) Head (hats & helms)
(2-3) Torso (armor, shirts, scarves, etc.)
(4) Legs/Feet (boots, shoes, etc.)
(5) Arms/Hands (gloves, grieves, etc.)
(6-7) Grips (weapons, shields, wands, etc.)
(8-11) Backpack (never equipped)
If players drop their backpacks, those slots count as empty until the packs are put back on.
When characters encounter danger, the judge will call for a check.
Generally, failing a check means suffering a setback, leaving a task incomplete, taking a wound, marking or worsening a condition, or some other appropriate consequence, while success means completing the action or avoiding the harm.
To make a check, the player rolls a d12 and announces the item in the inventory slot corresponding to the number rolled. Then, the judge decides if the check succeeds or fails based on the properties of the item and narrates the outcome with inspiration from the item. A roll of 12 always fails.
The three most common checks are terrain, stealth, and defense checks, and each of these has more detailed rules below.
When you move in a potentially dangerous way, such as climbing a wall, swimming to shore, running over rough terrain, or leaping a chasm, make a terrain check.
If you roll an unmarked slot with a light item (or no item), you succeed in moving unharmed to where you intended, but mark the slot.
If you roll a slot which is marked or contains a heavy item, you fall, stumble, sink or otherwise struggle with the movement. You fail to reach your destination and the judge can decide if your fall prone, take a wound, of suffer another consequence.
When a character falls or an item the weight of a human falls on a character, for each 10ft fallen, roll and inventory check and take a wound in the rolled slot if it is a body slot.
When you try to actively avoid being noticed, such as when sneaking up behind a distracted guard, stealthily moving while behind cover, or picking a pocket, make an inventory check.
The criteria for success depend on the senses of the creatures trying to notice you.
Most of the time creatures can hear you trying to sneak. The main exceptions are those with deafness, magical silence, or certain monsters without hearing. To succeed against a hearing creature, you must roll an item that is not noisy. If your vicinity is already ambiently noisy, you should receive advantage.
Items are considered noisy if they make substantial sound from being moved, like a tambourine or a chainmail shirt. Rigid items (metal, glass, or stone) that are bundled together or stored in adjacent slots count as noisy due to clanking together.
While most creatures have some form of smelling, it is not usually developed enough to quickly and accurately determine the source of scent. However, many animals (like dogs) and other beasts have more refined senses of smell. To succeed against such a creature, you must roll and item that is not smelly.
Most creatures that see will simply see you if you are not behind cover or in total darkness. You generally cannot go unseen while in plain sight, but you might smuggle a weapon past some guards without being noticed specifically or disguise a goblin as a child. You likely would have advantage on this save in low lighting conditions.
Smuggling Items: As long as the item fits in your inventory and is covered, it will go unseen unless the save rolls the particular slot or slots it occupies,
Disguising People: Tell the judge how you disguised the person. If, in the judge’s opinion, the location rolled looks the same on the two creatures (either inherently or given the disguise), the save is passed.
This isn’t going to come up and if it does, it would be weird.
Some creatures have other senses, such as tremorsense, echolocation, infravision, or aurasensitivity and will need the judge to adapt the success criteria to fit them.
When you are attacked, decide if you want to try evading, parrying, or neither. Then, roll a defense check to see which slot is hit.
Only blasts and grabs can be evaded and you cannot evade if you are restrained, immobilized, or unconscious. When you evade, if the item rolled in your defense check is not heavy, you succeed in evading and avoid a wound. Otherwise, you fail and are hit in the slot rolled.
If you are out in the open and there is no cover available in your zone, you must fall prone in order to evade.
When you are hit with an attack, you might still be protected by your items.
If the item hit is heavy armor, a shield, or otherwise capable of protecting against the attack, you block the attack and take no wound.
If the item hit is light armor, a weapon in your grip, or contains an item capable of lessening the blow, you take a treated wound, (which does not cause the bleeding condition) in the slot hit.
If the item is not armor and can't protect you, you take an open wound (which causes the bleeding condition) in the slot hit. The item in that slot might be broken or harmed as well.
If the slot hit is and empty grip slot or a 12 is rolled on this check, the judge chooses which slot is hit.
There are two ways an attack can end up being parried.
Attacks that were blocked by a shield or melee weapon being wielded in a grip slot are automatically considered parried.
If a body slot (1-5) is hit with a melee attack, and you are wielding a melee weapon or shield that could block the attack, roll 1d6 for a weapon or 2d6 for a shield. If a slot rolled is the slot hit, you parry the attack and take no wound.
If you parry a melee attack and you are wielding a melee weapon, you can counterattack your attacker. Otherwise, roll an inventory check to see where you are hit.
As an action on their turn, player characters can attack a target in range by declaring who they attack and how. For example, “I smash the goblin with my mace.”
To make the attack, the player rolls a d12. All attacks miss on a roll of 12, and attacks that miss might randomly hit a nearby unintended target. Any other roll hits the target in the location corresponding to the inventory slot of the number rolled.
More aberrant monsters may have different inventory layouts or even different die sizes, but the judge will tell you about that if it comes up.
The range an attack can be made at and the ways it can be blocked generally depends on the type of attack.
Grabs include tackles, grapples, shoves, touch attacks, etc. They have a range of reach. They are evadable and can be parried or blocked by weapons.
Melee attacks are any attack with a melee weapon. They have a range of reach. They are not evadable, but can be blocked by armor, shields, melee weapons, and cover. If a melee attack is parried, by an opponent with a melee weapon, they can counterattack.
Missiles include thrown weapons or shot projectiles. Thrown weapons have a range of near while bows have a range of far. They are not evadable, but can be blocked by armor or shields. Missile attacks suffer from disadvantage unless you aim and don't move as setup that turn.
Blasts include dragon's breath, explosions, splashes, etc. They vary in range. They are evadable, but can only be blocked by shields. Some blasts can hit multiple slots at once.
Weapons must be held. in the grips to be used.
Small weapons can be held in 1 grip.
Medium weapons can be held in 1 or 2 grips.
Bulky weapons can only be wielded if 2 grips.
When wielding a small weapon and another weapon at the same time, if you have advantage on an attack, you may forgo the advantage to attack twice, once with each weapon. If both attacks are against the same target and would provoke counterattacks, they instead provoke only 1 counterattack.
When a roll should be easier, a character is skilled at a task, or in an advantageous position, the judge can grant them advantage on a roll, such as a check or attack. To roll with advantage, the player rolls an extra die and, after seeing the results, chooses which single die counts for the roll.
When the reverse applies, and a roll should be more difficult, the judge can grant disadvantage on a roll. To roll with disadvantage, the player rolls an extra die and, after seeing the results, the judge chooses (unfavorably) which single die counts for the roll.
Up to 2 advantages and disadvantages stack, so that is possible to roll with 3 dice. If you have both advantages and disadvantages, cancel them out 1-for-1.
When a group of characters make rolls for the same check or attack that they can reasonably help each other with, players can roll their d12’s all at once, then, if they wish, each player can exchange one die with another player to get a more favorable outcome.
Wounds can only occur in inventory slots 1-5. Judges always decide the exact side effects of a wound, but all wounds are serious.
If a check rolls a slot with a treated wound already in it, you fail the check and the wound becomes open. Open wounds cause the bleeding condition.
If a check rolls a slot with an open wound, you fail the check and cringe, you have disadvantage on all rolls for 1 round.
If you take a wound where there is already a wound, the above sections apply and the judge will also place the new wound in an adjacent slot.
Wounds are, by default, open unless otherwise specified. An open wound can be treated, which makes it a treated wound. Only with time, special medicine, or powerful magic can wounds be healed.
Conditions are used to simulate anything that spreads throughout the body, usually causing harm or death, often the result of a wound. Conditions use letters to mark individual effected slots.
Each time a condition worsens, mark another slot that is not currently marked by the condition and adjacent to a slot that is currently marked by the condition. Many conditions have other rules that are detailed in their own section.
When a character is choked, drowing, or otherwise unable to breath, mark the head slot with an "A". As long as the head slot is so marked, the character cannot breathe, speak, or cast spells.
Each round that the asphyxiation continues, the condition worsens. When all body slots (1-5 in humans) have been marked with asphixiation, the character falls unconscious. If you must mark a slot as asphyxiated, but cannot, your character dies.
Removing the source of the asphyxiation immediately removes all "A" marks.
Physical open wounds cause bleeding (external or internal). When you take an (open) wound, immediately mark it with a "B". For each open wound in your inventory, the bleeding worsens in combat on your turn / while adventuring at the end of each try / while traveling at the end of each watch.
When bleeding worsens, you must mark an inventory slot that is of a lower number than the wound causing the bleeding. If you must mark a slot as bleeding, but cannot, your character dies.
Fiends, evil magics, and dark divinities can cause corruption, which then spreads. If corropted, mark the slot with a "C". When exposed to additional corruption, make a check, if the slot rolled is corrupted, the corruption worsens.
Slots with corruption become visibly deformed, grotesque, or otherwise corrupted. Corrupted body parts might begin to act on their own accord. If all body slots are marked as corrupted, you turn evil unless and until the corruption is removed.
Coming Soon
When characters are forced to march long distances, run for an extended period of time, carry heavy burdens, or otherwise overexert themselves, they take exhaustion, marking the appropriate slot with an 'E' or worsening previous exhaustion.
If all slots are marked with exhaustion, the character falls unconscious. If you must mark a slot with exhaustion, but cannot, the character dies.
When a character rests for 5 trys, they can remove 1 slot of exhaustion.
When the contents of a flammable slot are ignited, mark the slot with a 'F'. Each round, all slots containing flammable items that are adjacent to a slot marked with fire, also ignite.
A slot that is on fire for 1 full round takes an treated wound and any flammable item in it is destroyed; if that slot is still aflame after another round passes, the slot becomes untreated.
Rolling on the ground can put out some dry fires. When you devote a whole turn to rolling on the ground, roll 3d12 and put out the fire in the slots rolled. Dousing with water or otherwise smothering the fire puts it out, removing the condition.
When a character is exposed to extreme cold, mark the foot or hand slot (4 or 5 in humans) with an 'H'.
Each 5 trys that exposure to the cold continues (or 10 if propperly dressed), the condition worsens and the slot previously marked takes a treated wound (from frostbite). When all body slots (1-5 in humans) have been marked with hypothermia, the character falls unconscious. If you must mark a slot with hypothermia, but cannot, your character dies.
Warming the character removes one "H" mark per try, but does not undo the frostbite.
Malnourishment represents hunger, thirst, or a lack of nutrition.
Characters that don't eat enough for a week, or don't drink enough for a day should mark a slot with an "M" beginning in the lowest torso slot (#3 for humans).
Each additional week without sufficient food or each day without sufficient drink worsens the condition. When malnourishment worsens, you must mark an inventory slot that is of a lower number each time. If you must mark a slot as malnourished, but cannot, your character dies.
See Toxins under Concoctions in the Loot page
Locations are abstracted into zones, which are areas with 1 or 2 interesting features. Usually, a room is made up of a few zones, although small rooms might be just 1 zone. These zones are represented by cards, drawings, or battlemaps arranged to indicate their relative position and adjacency.
For example, a large library in a wizard’s mansion might have 5 zones: “Bookshelves by the door”, “Hearth and chair”, “Bookshelves and statue on the opposite wall”, “Staircase to lower level”, “Lower level with table strewn with alchemy equipment”. The “door zone” and the “zone on the opposite wall” might be separated by, and each adjacent to, the “hearth” and “staircase” zones, but the “lower level zone” would only be adjacent to the staircase zone.
The rules often refer to one of the following four ranges between zones:
Reach: in the same zone – everything here can be interacted with directly.
Near: in an adjacent zone – not in your current zone but you could move there quickly or maybe throw something.
Far: in a non-adjacent zone, but within sight - you can shoot a bow here but not get there directly.
Remote: too far away to see or interact with
During adventures, time is measured in trys of roughly 6 minutes so that 10 try takes 1 hour. Each try, the party can attempt 1 task. At the end of each try, the judge rolls a d10. If the judge rolls a 0 (or 10 on some dice), the party has an encounter chosen or randomly selected by the judge.
If a task takes more than one try, the judge instead rolls 1d10 for each try the task takes.
Making too much noise, breaking open a smelly potion, building a bonfire, and similar attention attracting actions make a random encounter more likely. For each sense that might alert enemies, (sound, sight, smell, etc.), one more face of the d10 indicates an encounter.
Judges should take into account the senses of the monsters in the dungeon when deciding how many senses are affected. Goblins can smell potions, dragons can sense gold, and spellsniffers can sense the dweomer of magic; using these things could attract attention from them if they're in the dungeon.
If the party just explores a room quietly, thats 1 try and no particuarlly impacted senses. The judge rolls 1d10 and the party sees an encounter on a 0. [10% chance of encounter]
If the party fights a combat, that takes about 1 try and probably effects 1 sense (sound of the battle). The judge would roll 1d10 and the party would see an encounter on a 0 or 1. [20% chance of encounter].
If, in combat, someone throws a bomb, the explosion causes a loud sound, bright flash, smokey or sulfuric smell, and a shaking feeling in the dungeon (4 senses). The judge would roll 1d10 and the party would seen an encounter on a roll of 0, 1, 2, 3, or 4. [50% chance of encounter.]
If the party rests for 30 min. just to catch their breath, thats 5 trys, so the judge would roll 5d10 and the partywould see an encounter on a roll of 0 on the d10 [40% chance of encounter]
If the party rests and cooks a meal over a fire, that’s about 5 trys for the rest and 2 senses (smell of the food, sight of the light from the fire) for the cooking. The judge would roll 5d10 and the party would see an encounter on any roll of 0, 1, or 2 on the d10. [83% chance of encounter]. Camping out in a dungeon is a bad idea.
Most common tasks that can be done in a few minutes take 1 try. Common examples include: searching a zone, picking a lock, or fighting a combat. At the judge’s discretion, some tasks might take multiple trys.
If characters work on different activities simultaneously, it still only counts as 1 try, since they were acting at the same time. In dark conditions, such as by candlelight, torchlight, or lantern light, party members can only work simultaneously if they each have their own light. Sometimes other resources or circumstances will also limit the party's ability to work simultaneously.
Search a Room (1 try): Each character must specify exactly what they inspect. Be careful not to trigger any traps! To search simultaneously, each character needs their own light source.
Converse with an NPC (1+ trys): Includes negotiating, bargaining, recruiting, interviewing, interrogating, etc. Some conversations may longer at the judge’s discretion.
Picking a Lock (try): Most skills, like lockpicking, are assumed to take 1 try.
Fight a Combat (1 try): See the combat section for details.
30 min Rest (5 trys): Relax, shoot the breeze, play a game, (but nothing too strenuous), or just catch your breath - unmark 1 slot of fatigue. If you eat food and water and have no untreated wounds, unmark 1 slot of bleeding as well.
During combat encounters, time is measured in rounds of roughly 6 seconds so that 10 rounds takes 1 minute. Each round, every character gets 1 turn.
There are two sides: players and opponents.
First, the side that initiated combat has initiative, then initiative alternates between the two sides.
When a side has initiative, they can pick any character on their side that hasn’t taken their turn yet to do so now.
Once every player on one side has taken their turn, the other side keeps initiative for the rest of the round.
After every character on both sides has taken a turn, the round ends and a new round begins with initiative going to the side that did not take the last turn of the previous round.
If one side ambushes or surprises the other, then the surprised side cannot take any turns for the 1st round.
On a character’s turn they can take 1 action. Actions are things like attacking, casting a spell, picking a pocket, drinking a potion, or using an item.
Optionally, they can also perform some setup for that action. Setup might include moving, getting up from prone, dropping a backpack, pulling out an item, aiming a ranged weapon, or preparing to cast a spell.
If a character performs setup for their action, then any character on the other side may choose to immediately take their own turn in an attempt to interrupt, but is not allowed any setup themselves, only a single action.
If the interrupter successfully damages the other character or interrupts their setup or action, both character’s turns end and initiative returns to the originator’s side
If the interruption fails, then the interrupter’s turn ends immediately. The originally acting character completes their turn and initiative returns the interrupter’s side.