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Wicked Ones | 1
home and it’s all they’ve got. So while their awful nature might tear them down, they
still want to protect what’s theirs.
It’s important to be evil because that’s what monsters do, but that doesn’t mean you
always have to be. You can step outside of that sometimes, maybe do something
mildly good if you think it’s what your monster would do, but have no illusions -
monsters aren’t misunderstood, they’re fundamentally evil. The GM should be giving
them choices, but being the good guy should never be very rewarding. Give them a
choice and let them choose the greater of two evils, let them bask in their
horribleness. That’s really what Wicked Ones is all about.
Gameplay Overview
Before digging into the book, it’s a good idea to familiarize yourself with the overall
structure of the game and some key terms that’ll be used moving forward. Don’t
worry too much about understanding all of this - but seeing the game’s structure
from start to finish will help you understand the bigger picture later while you’re
reading through the book.
Wicked Ones is a game driven by character action, meaning the gamemaster (GM)
doesn’t roll dice for NPCs. When players roll dice, the results determine both your
action and the action of the world around you. If you fail, your enemies move against
you. The action is driven forward by the players.
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You play as a fantasy monster working with other monsters to build a dungeon and
achieve your master plan. You actually draw out this dungeon on paper and the
game alternates between time spent within the dungeon and outside of it. The master
plan develops over time, only needing to know the next step in the plan. Following
through on these steps generates xp for your group.
You choose a calling which gives you a list of abilities to choose from as you gain in
power. Each character has a set of nine actions rated from 0 to 4 dots which are used
when you want your character to do something. Before you make a roll, the GM will
determine the position and effect of the roll. Position is a measure of how bad the
consequences will be if you fail, while effect is a measure of how large of an impact
you will have if you succeed. When you want to do something, you declare your
intent and what action you’d like to use. The GM gives you the position and effect and
you then decide whether to roll or not.
You roll a number of d6s equal to the action rating you chose, then you take the
highest result from the roll. If it’s a 1, 2, or 3, it’s a failure and you suffer a
consequence determined by how bad your position was. A 4 or 5 is a mixed, meaning
you manage to accomplish your goal but suffer a consequence as well. If you roll a 6,
it’s a success and you accomplish it without any consequences. Two 6s give you a
critical and you get some awesome extra benefit along with your success.
Consequences come in many forms, such as wounds, the situation worsening, a
weapon breaking, or enemy reinforcements arriving. Taking a second heavy wound
before recovering kills your character. When you suffer a consequence, you can
resist it with your actions which negates or reduces its impact, but you might take
stress. Stress is a resource every character has that allows them to keep their nature
in check. Characters can also spend it to empower abilities that they have, like casting
powerful spells or using monstrous strength.
Your nature is the deep and dark impulses resting within your monstrous heart. It
beckons you away from the tasks at hand. Following through when it beckons grants
you a dark heart, a bankable die that you can spend later when rolling actions.
However, when you take too much stress, you snap and go feral, giving in to your
nature completely. You fill your bank of dark hearts but can’t resist consequences.
When you spend all of the dark hearts, you regain control. Until your next recovery,
you’re at risk of pushing your character over the edge, having them permanently give
in to their nature and become unplayable.
The game progresses in two phases, the lurking phase and the roaming phase.
During the lurking phase, each character has two downtime activities that they can
spend to dig out rooms and tunnels, build traps and locks, craft inventions and
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potions, and so on. The minions you control also have a downtime activity to use. You
clear all of your stress and heal all of your wounds during recovery at the beginning
of this phase. You can engage in revelry by spending gold, which rewards you with
dark hearts. At the end of the lurking phase, the GM rolls to see if any calamity
happened within your dungeon such as minions revolting or tunnels collapsing.
During the roaming phase, you head out of your dungeon, interacting with factions,
recruiting minions, and launching raids. You can jump directly into a raid by
selecting a target, choosing a plan, and providing a detail. The GM then rolls
engagement and you skip directly to the first steps of the plan unfolding. Raids are
where the bulk of the action in the game happens as you hit targets for the gold and
resources your dungeon needs to grow. After the raid winds down, the GM rolls to see
if your actions caused any blowback, such as an ambush waiting for you or targets
along a prosperous trade route drying up.
Calamity and blowback sometimes results in invasions, leading to a group of
powerful adventurers showing up at your dungeon. Adventurers might also show up
as the result of events in the story. The PCs, like any good dungeon boss, await them
in their sanctum while their minions, creatures, tricks, locks, and traps attempt to
fend them off. If the adventurers manage to make their way into the sanctum, the
PCs face off against them. After cleaning up the bodies or leaving them lay where
they fell, you jump right back into the phase cycle and continue raiding and pillaging
the overworld.
A more thorough overview of dungeon mechanics can be found on pg. X.
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GM: You see the dust trail of several wagons moving towards you - it’s the
caravan you’re waiting in ambush for. But, Dibdob, you noticed a couple of
travelers playing dice on the roadside earlier and an unattended coin pouch
sitting behind one of them. You can feel your greedy nature calling out to you.
Dibdob, a kobold shadow: Ahhh, I’m gonna need that pouch. Sorry guys. I
want to Skulk in there and snag it. I try to slip off without the rest of you
noticing and trying to stop me. I get a dark heart for following through on my
nature, right?
The GM nods and Dibdob marks down a dark heart on his sheet.
GM: Awesome. They seem distracted and it’s getting towards dusk, but they’ve
got swords laying beside them. Let’s call that risky position with strong effect
for the high grass surrounding the campsite and the setting sun.
Dibdob rolls 2d for Skulk and gets a 3 and a 5. He takes the highest result, a 5
- a mixed! He does it, but things are going to get a bit dicey.
GM: Cool, you’re gonna be able to get the pouch. Tell us what that looks like.
Dibdob: Okay, I put my dagger between my teeth and get really low to the
ground, sliding through the grass to the edge of the camp. My skinny, scaley
kobold hand pokes out of the grass and reaches out to snag the pouch, quietly
pulling it back to me.
GM: I think your strong effect here can even get you back away from the
camp. There’s just one problem, your medium consequence from the mixed
roll. It looks like the travelers are standing up and getting ready to ride off
towards that caravan. You’re all going to lose your dominant position for the
ambush since the riders will get there before you do.
Dibdob: Nah, I want to resist them riding over to help. I’m going to Trick them
by tossing a rock off into the woods. Maybe they’ll waste time going to
investigate it. I might as well use my dark heart here, too.
Dibdob rolls 1d for his Trick and adds 1d for spending the dark heart, getting
a 2 and a 3 - a failure! He takes medium stress and the consequence is
partially resisted. The trick distracts them and his allies are able to maintain
their dominant position, but the ambush will have to start without Dibdob
there.
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GM Best Practices
Never forget that the world hates monsters. The world is out to get them, so don’t
pull your punches. The game’s supposed to be brutal. Give them good reason to hide
behind their dungeon traps.
Let the players drive the story. Do your best to encourage them to come up with
their own ideas. Your job is to play the sandbox that they’re tearing apart. Don’t push
them towards story elements - let them find their own way. They know their
characters better than you.
Be their biggest fan. When they fail, laugh at how much it sucks for them and smack
them with consequences, but when they pull off something awesome, be the first one
to cheer their success. In the same vein, don’t fall in love with your world and NPCs -
they’re dominoes there for the PCs to knock over.
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Hand the narrative reins to the players. Prompt the players to describe their
intentions before they roll and how it played out after they roll. Ask them how they
do things or what their success looks like. When they roll a mixed, let them describe
how they do it well, then cut in and tell them where it went wrong. On a failure, let
them set themselves up for the consequences coming their way.
Be the dark desires lurking in the PCs’ hearts. Challenge their natures. Always have
a list of the PCs’ natures in front of you and give a bit of thought in advance to how
you can tempt them away from the task at hand. The game is at its best when it all
goes awry.
Bring the world to life. Give NPCs and locations some personality, even if it’s just a
poignant detail or two, but also try to think about how the monster PCs would view
them. Call them by distinctive characteristics. The boss with the fat belly, the lady
with the whiny voice, the elf with a long nose. But make sure they’re more than just
human A and B to kill. Make it feel like they exist there, have connections, and their
loss is going to be felt. If monsters are raiding a caravan, have the driver chatting
with one of the mercenaries. Let the players feel like what they’re doing is evil.
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set lines, which are very clear limits on what can’t be brought up in game - it’s as if
those things don’t even exist. They’re strictly off limits. You also set veils, which
allow something to be brought up, but it has to happen off-screen. The scene can fade
to black or if it’s something you roll for, you just make the roll and it’s accepted that it
happens. You don’t need any details, you don’t roleplay through the events, but it
having happened can affect the storyline moving forward.
The X Card
Another great approach for this is the X Card. The GM puts an index card with a big
red X on it in the middle of the table, though it can really be some other object or even
just an agreed upon gesture. The point is to make it clear and easily accessible. If the
game veers into uncomfortable territory, players can tap the card and signal to the
GM that they’d like to move on. The player doesn’t have to explain why they tapped it,
but is free to discuss it after the session if they’d like. The GM then moves the scene
on or reworks it a bit to avoid that subject matter and everyone at the table knows it’s
best avoided in the future.
The strong point of the X-Card is how flexible it is - you sometimes don’t know what’s
uncomfortable to you until you’re confronted with it. Bringing it up at that time
might be a little difficult and players might even feel like they’re interrupting other
people’s fun. So the X-Card is an agreement between all players that it’s fine to
interrupt if you don’t like what’s going on - that everyone having a good time and
being comfortable with the story is the most important thing.
Movie Ratings
Finally, the simplest way to do this is to just assign a rating to the game like it’s a
movie. Is this game going to be G, PG, PG13, R, or X rated? This works particularly well
along with the X-Card when you don’t really want to go through exactly what is and
isn’t okay and just judge it more on the fly as the game progresses. Setting a rating
can set a nice basis for what’s acceptable, then the X-Card can be used when you hit
some uncomfortable territory.
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John: Let’s not do kid stuff. Like, no hurting kids. I feel like they can be
around, but maybe they just always get away or something. They always
have plot armor.
Matt: I’m not so cool with gory blood stuff. I mean, a little’s fine, but I don’t
really want to listen to long description. If it gets too heavy, can we just do
that stuff off-screen?
GM: Yeah, that’s fine if everyone’s cool with me just judging that on the fly.
Jenny: What about torture? I mean, it’s pretty in-genre. Could we maybe do
that, but keep it light on the goriness? It’s mostly about gathering info and
one of the only methods monsters are going to have to get it.
GM: And just so everyone knows, I’m going to be using the X-Card so I’ll just
put a card out here in the middle of the table. If we accidentally break some
of our ground rules or if we hit on something uncomfortable or weird that we
haven’t talked about yet, just tap the card and we’ll move on. I’ll wrap up or
go back and rework the scene a bit, no questions asked. After the session, if
you want to talk about it, we can discuss it then.
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The Basics
Wicked Ones is a cooperative game - players work together to build a dungeon and
wreak havoc on a region. The main character of this story you’ll be telling is the
dungeon - your home and refuge, a safe place to lay your head after some raiding and
the only thing between you and the end of an adventurer’s sword. Your dungeon’s
story is emergent and what happens is largely up to player choices and how the dice
roll.
The dungeon will unfold over time and you’ll fill it with all kinds of crazy stories,
fending off adventurers, busting the heads of your minions, dragging in prisoners.
The players play their own monster characters, but also the minions and creatures
that inhabit their dungeon, as well as all of the traps, tricks, locks, and magic rituals
they fill it with. But first of all, this chapter will lay out most of the mechanics that
players will need to play their own monster characters. The dungeon and how it
works will be covered later.
Rolling Dice
All rolls in Wicked Ones are made using 6-sided dice and each player is going to need
a set of 4-6 of these. Any time a die roll is mentioned in this book, it’ll be written out
with the number of dice to be rolled first followed by a “d”, so 3d means to roll 3
6-sided dice.
While there are various types of rolls in the game, each with their own special rules,
all rolls follow the same basic pattern. You gather a pool of dice, roll it and keep the
highest result. If you happen to roll two 6s, the result is considered a critical.
If you’re rolling 0d, you instead roll 2d and take the lowest result, which
also means it’s impossible to roll a critical.
Some abilities or situations might modify how many dice you get to roll. A plus or
minus sign means to add one or subtract one from the pool, such as +1d or -1d. When
figuring out how many dice are in the pool, first apply negative modifiers with a
minimum pool of 0d, then apply positive modifiers.
Every roll will have one of four results: critical, success, mixed, or failure. Only the
players roll dice, so when they roll a mixed or failure, the world moves against them
and they suffer consequences. Generally speaking, the result of the roll follows the
same pattern, detailed below:
Yes, and… ! Not only do you get what you want, but you
get something else to go along with it!
3
Critical
Yes, but… You get the results, but they come at a cost.
There will be some consequences coming your way. At
other times, it may just result in a less effective result.
1
Mixed
For the most part, players are the ones who roll the dice. Below is an overview of every
type of roll made in Wicked Ones, which will all be explained further as you work
your way through the rules.
Players will be making these rolls:
❖ Action rolls are made when characters do something challenging. You
choose an action and roll it to find out what happens. The roll has position
and effect, which determine how risky it is and the impact it might have.
❖ Resistance rolls are made to resist consequences. You choose an action and
roll it to see how much stress you take to resist it.
❖ Downtime rolls are made to dig out rooms and tunnels, build locks and
traps, craft potions and contraptions, cast rituals, and so on during the
lurking phase. You roll an action to see how much progress you make.
❖ Revelry rolls are made at the beginning of the lurking phase to engage in
your revelry and gain dark hearts. You spend gold and roll dice equal to
how much gold you spend.
❖ Loot rolls are made after a raid to see how much gold you came away with.
You also make them after a successful dungeon defense or any time you
have a chance to gain some extra loot.
The GM will be making these rolls:
❖ Engagement rolls are made to determine how a raid starts off or what
position the PCs are in when some action starts but it’s unclear how ready
they were for it.
❖ Calamity rolls are made to determine if anything bad happened within
your dungeon while lurking.
❖ Blowback rolls are made to determine how the world responded to your
actions out in the overworld while roaming.
❖ Fortune rolls are made to figure out how something goes or questions
about the world when the GM isn’t quite sure or doesn’t want to decide on
their own.
Actions
Actions are different methods and approaches that you use to get things done. They
represent a character’s natural ability or training. They show what you’re good at and
what you’re terrible at. They define how your character goes about solving problems.
They often overlap with each other in the tasks they can apply to, as there’s usually
more than one to do something. They don’t cover every possible thing you could be
doing - they’re just the most common ways that monsters deal with their problems.
Tied to each action and listed with it on your character sheet is a descriptive adverb
which expands on how it is typically used. When you can’t quite find an action that
fits what you want to do, you can always fall back on that adverb to figure out your
approach.
Actions in Detail
When you Scan, you perceptively read situations or search for information.
You might roll Scan to scope out good targets on a road, read fear in your enemies’
hearts, or pour over an archaic tome looking for details for a ritual.
When you Tinker, you cleverly fiddle with a device, mechanism, or potion.
You might roll Tinker to rig a cart axle to fail, place a trap along a forest path, or
jimmy a lock in your way.
When you Finesse, you precisely take aim, maneuver, or use tools.
You might roll Finesse to stick an arrow between someone’s ribs, jump from tree limb
to limb, or trip someone walking by you.
When you Skulk, you sneakily move unnoticed or launch a surprise attack.
You might roll Skulk to slip out of the shadows and cut a guard’s throat, sneak up and
pocket some unattended gold pouches, or go unnoticed in a crowd.
When you Smash, you powerfully assault something or someone.
You might roll Smash to bury an axe into someone’s skull, bend some prison cell bars,
or toss an exploding alchemical against a wall.
When you Command, you forcefully compel someone to obey.
You might roll Command to scare townsfolk into running away, keep your minions in
line, or demand some travellers surrender their bags.
When you Banter, you affably get people to help you out because they like you.
You might roll Banter to get a group of goblins to join your dungeon as minions,
convince some satyrs that you’re not looking for trouble, or calm a giant spider down.
When you Invoke, you magically interact with dark, mystical forces.
You might roll Invoke to cast an enormous fireball into a town square, dispel a ward
spell on a door, or make a hippogriff back down with a display of magic.
Action Rolls
When a PC attempts to do something challenging in a situation with risk and tension,
you make an action roll to see how it turns out. If there’s no risk or tension, there’s no
reason to make the roll - the PC can just narrate what happens.
Action Rolls
You roll the chosen action, with the GM providing the position and effect
for the roll.
🎲
Critical: You do it without consequences and get something extra.
Success: You do it without any consequences.
Mixed: You do it, but it’s costly - you suffer a consequence.
Failure: You don’t do it and suffer a consequence.
First, describe what you want to accomplish and the action you’d like to use to do so.
The GM then considers many factors (detailed later) and gives you a position and
effect for the roll. The player then decides if they’d like to go ahead with the roll, hold
off, or consider another approach.
The action roll itself resolves several things happening within the fiction. As the GM
doesn’t roll for NPC actions, their actions are covered by PC action rolls. Each roll sets
up a small scene with many things happening at once. The scope of what you can
accomplish is determined by your goal, the chosen actions, and the difficulty of
anything in your way. One Smash roll might cover a quick break through a cornfield
running away from some farmers, but throw some dogs in there and it’s going to be
much harder to get away. Your effect will be limited or you may need to tick away at a
progress clock. Always be thinking about your end goals and make sure the GM knows
what you’re trying to do. If you can’t quite get far enough with a single roll, maybe
break your goal up into smaller increments.
When you narrate the action after the roll, the GM and player collaborate together to
say what happens on-screen. The PC’s actions are in the player’s hands and they
should be describing what they do - even on a failure! The GM cuts in with NPC
reactions, pulls your narration back when it stretches a little too far, or hands out
consequences.
After the roll, if the player doesn’t pick up the narration, the GM can cue them
in by asking, “Okay, tell us what that looks like.” This is the most powerful
line in a GM’s arsenal. Give the players a ton of narrative control and they’ll
respond with awesome scenes from which NPC reactions and consequences
flow seamlessly.
Action rolls are the only rolls that have position and effect.
Position is a measure of how severe the consequences (pg. X) will be if you fail a roll.
There are three positions that you’ll find yourself in.
❖ Dominant position means you’re in control of the situation. You risk
suffering a light consequence.
You have the perfect opportunity. You’re at a strong advantage. You’re in a
situation where you can recover from failure.
❖ Risky position means there’s definitely a chance of danger involved. You
risk suffering a medium consequence.
You don’t have time to think things through. You’re taking a chance. You’re
in a situation where failure is going to hurt.
❖ Dangerous position means it’s incredibly perilous. You risk suffering a
heavy consequence.
Your back is against the wall. You’re putting it all on the line. You’re in a
situation where failure is going to be a disaster.
Effect is the measure of how much impact you will have if you succeed on a roll.
There are three levels of effect:
❖ Strong effect means you can expect things to go very well.
You’re set up for success. You have the perfect plan. Your target is weak.
There’s someone helping you out.
❖ Normal effect means you can expect average results if you do well.
You have the tools you need. You’re on equal footing. It’s all up to you.
❖ Weak effect means you expect less than the results you’d prefer.
You’ve chosen the wrong tool for the job. You’re at a clear disadvantage.
There’s something hindering you.
The default position for action rolls is risky and the default effect is normal. If you’re
trying something, you can generally expect to have chosen the right tool for the job
with a decent chance of it working, but in a monster’s life, there’s almost always
some chance things will go horribly wrong.
If something has no cost for failure and you have ample chances at accomplishing it,
you don’t need to roll for it - you can just do it. If it’s important to know how well you
did, make a fortune roll (pg. X) to see how it goes. Dominant position is used for a
momentary advantage within a high pressure situation or in situations where failure
will only lead to lost opportunity, such as downtime activities (pg. X).
In rare cases, circumstances can push position and effect to extreme levels. When
failure means there’s no chance of survival, the position becomes deadly. This means
that the consequence for the roll is death or a fate worse than death, such as diving
into lava or lying to a god. Deadly consequences cannot be resisted, though a mixed
success on such a roll gives a heavy consequence (pg. X) instead.
On the other hand, effect can be reduced to zero. This means there’s absolutely no
way you can have an effect, such as trying to Smash a dragon by throwing a rock at it
or trying to Banter a farmer whose wife you just killed.
Sometimes, the relationship between all of these factors can sometimes make things
a little muddy. The GM should just go with their gut - reference the above descriptions
of position and effect and choose what feels right. With practice, it’ll become second
nature. Keep in mind, as well, that you don’t always need to call out the defaults for
rolls.
When the circumstances of the starting situation are unsure, the GM can use an
engagement roll detailed later in this chapter to set up the initial position and
describe what kind of situation the PCs find themselves in.
Instead, she grabs her axe and jumps in front of them. “I Command them
again, levelling my axe at them, and tell them to turn around or else.” The
kobolds won’t shy from a fight, even though they aren’t looking for one. She
rolls 1d again at risky / normal and gets a 5, a mixed! The kobolds leave - but
they’re not going to forget that threat and might be back for more later, with
friends! The GM starts a 4-segment clock called “Pissed off kobolds” and
marks one segment.
Engagement Rolls
Any time the initial position of a scene is unclear, the GM rolls engagement to set the
position the PCs start in. This could be the beginning of a raid, a fight starting, hiding
from a griffon circling overhead, or starting a conversation with a spider queen.
Engagement bridges the gap between the zoomed out overall narration and a zoomed
in action scene. It helps you establish just what exactly was going on when the action
starts up if it’s not clear. This works better than the GM arbitrarily making the call.
Engagement tells you how well prepared you are for what’s to come - do you begin in
a strong position with a lot of opportunities or is your back against the wall from the
get go?
Engagement Rolls
Roll 1d, 2d, or 3d depending on the likelihood of starting in a strong
position.
Critical: You couldn’t be more ready. Every PC can take either +position or
+effect on their first action.
🎲 Success: Things begin smoothly, going according to plan. The first person
to act can take either +position or +effect.
Mixed: You face some minor complications as things get started, beginning
in a risky position, possibly with minor consequences inflicted.
Failure: You didn’t see this coming! Things go awry from the outset. You
may have not even made it to your target. You begin in a dangerous
position, probably with consequences already being inflicted.
The amount of dice is determined by a rough estimate of how well the PCs are
prepared for what’s to come. If they have some factors on their side that might help
put them in a better position, the likelihood of things beginning well increases. If
things are working against them, it decreases. You can set the dice for this as follows:
1d 2d 3d
Unlikely Toss-up Likely
In some cases, a player’s action can be used to set the amount of dice to roll. If they
are about to get ambushed, it might make more sense to roll a PC’s Scan.
Engagement Examples
❖ Something goes awry while you’re making an alchemical and the
dungeon laboratory is engulfed in flames. Do you notice early and
manage to duck out of the lab or do you start the scene already on
fire?
❖ You’re walking down a forest path and a heavily armored paladin
steps into the road, drawing their sword. Oh shit, adventurers! Run!
But is there a way out or are there more adventurers behind you?
❖ You decide to raid a river boat. A plan is laid out (Smash & Grab) and
you have a detail (We jump on the boat from the trees). Do you land
on the boat no problem or were the boat’s guards watching the trees?
❖ You’re in your dungeon working on projects when a giant worm
burrows into your laboratory. Do you hear the walls starting to crack
or were you asleep?
Beyond setting the initial scene, the purpose of engagement is to cut to the exciting
parts and zoom in on the action. You skip lengthy discussions of plans and
preparation, things that often burn through a lot of time at the table. When you roll
engagement, time is no longer fluid - you zoom in and every action counts and moves
to push the story forward.
Once you have accomplished your task or the tension dies down, you zoom back out
and time is fluid again.
Consequences
When the world moves against you, you suffer a consequence determined by the GM -
an archer hits you with an arrow, a horse kicks you off a cliff, or a goblin chief
narrows his eyes and signals that they’re pulling out of your alliance. This happens
when powerful enemies or tough circumstances inflict consequences (pg. X) or as the
outcome of a roll. Consequences represent the movement of NPCs and the situation
in the game. This most commonly comes in the form of a failure or mixed action roll.
Consequences can hit hard, but PCs have the ability to resist them as well (pg. X).
When it’s unclear, the GM determines the severity of a consequence, which also
determines how much stress it make take should you resist it (pg. X). This works as
follows:
❖ Light consequences are annoying. They’re mostly ignorable.
The guard knicks your shoulder with an arrow. The merchant ducks into his
tent and you miss your opportunity to take a shot. The loot you were
carrying gets knocked out of your hands. You smack your head against a
tree branch, stunning you.
❖ Medium consequences are frustrating. You’ll notice them.
You stumble back, dropping your bow in the river. The dogs catch your scent
and are at your heels. Your greedy minions run off to find some loot. You
connect with your axe, but the mercenary’s armor blocks most of the
damage.
❖ Heavy consequences are devastating. They demand your attention.
The knight plunges his lance deep into your chest. Your fireball misses,
hitting your allies. You are completely surrounded by guards with swords
drawn. The
Consequences flow from the fiction so determining whether what’s happening is
annoying, frustrating, or devastating and apply the matching severity works quite
well. Let the mechanics match the fiction. When in doubt, you can also roll fortune to
see how things go. While a consequence can really be anything, they’re mostly
something the PCs don’t want to happen and tend to fall into some basic categories:
❖ Reduced effect: On a mixed, sometimes the impact of your success is
reduced. You take -effect.
Your weapon doesn’t penetrate their armor. You only make it halfway up
the cliff. The goblin king isn’t quite convinced to lend you his wolves yet.
❖ Complication: Things get a bit hairy and the situation becomes more
complicated. The consequence doesn’t always need to be directly
connected to what’s happening, but it complicates things for sure.
Your weapon breaks. A thunderstorm starts. You hear a dog growling.
❖ Start or tick a clock: You either begin a troublesome clock or progress is
made towards filling one already started. The amount of ticks is
determined by the severity of the consequence (light: 1 tick; medium: 2
ticks; heavy: 3 ticks). When a new clock is started, it usually begins with a
single tick, though this is up to the GM.
A new clock is started - outside forces arrive. The ship takes on more water,
getting dangerously close to capsizing. You’ve managed to completely piss
off the orc chief - he’s pulling his troops back.
❖ Lose gold/item: You lose some gold or an item - perhaps you spend it, use it
in trade, drop it, or it breaks.
The dogs wrestle your bow out of your hands. The hulking barbarian snaps
your staff in half. Your coin pouch slips off your belt while you’re
swimming.
❖ Lose opportunity: You miss your chance at accomplishing your goal.
The giant worm burrows back underground before you can lasso it. The
princess slips into the carriage before you can take a shot. The lock breaks
and is jammed.
❖ Lose position: Your position becomes worse - you’re in far greater danger
than you were before.
You slip and fall, hanging from a tree branch. Several guards arrive with
swords drawn. Your shield goes flying out of your hands.
❖ Shock: One or more of your attributes is hit with shock and you take -1d on
your next roll with one of its actions. The GM chooses the attribute that
makes the most sense, though giving the PC the choice also works.
The potion makes you incredibly lightheaded (brains). A horse kicks you in
the chest, knocking you back a ways (muscles). The cleric’s holy aura makes
you cower in fear (guts).
❖ Wound: You, an ally near you, or a few different characters take a wound
(pg. X). You take a wound equal to the severity.
You get a dagger stuck in your side. A horse kicks you in the head. A griffon
drops you from high in the air.
❖ Backfire: When you fail to properly wield powerful magic, it may backfire
on you, making yourself the target of the spell you were trying to cast or
bring down some horrible, arcane effects on you or your allies.
Your eyes turn blue. Your staff turns to slime. The fireball explodes with you
in the center.
❖ Lose morale: Your minions lose morale (pg. X) due to taking wounds, being
overwhelmed with pressure, or losing loyalty in your leadership. A light
consequence deals 1 morale damage, a medium deals 2, and a heavy deals 3.
If they take too much morale damage, they might break or get crushed.
Farmers pincushion your goblin raiders with pitchforks. Your slissik scouts
encounter an adventurer and run instead of fighting. You can’t convince the
orc chief to follow you and your orc grunts decide to leave with them.
❖ Minion Nature: Your minions are compelled to follow through with their
nature, perhaps disobeying orders or just operating to satisfy their own
needs.
The greedy cutthroat kobolds grab what they can before you can. The
disloyal orc grunts let slip the ambush plans. The impatient slissik scouts
pepper the first horse they see with arrows.
❖ Death: In some extreme situations, the only consequence that makes sense
is death, bypassing the wound system. This is different from dying from
wounds. This should be made explicitly clear that death is on the line before
making a roll by declaring the position deadly.
You fall off a cliff. The dragon eats you. Your head is chopped off by the
executioner.
With action rolls, setting position and effect often makes it quite clear what will
happen should the player roll a mixed or failure. However, consequences don’t need
to stem directly from the action on screen - they also represent forces moving against
players off-screen as the PCs waste time trying to accomplish something. You can
always tick away at off-camera clocks or introduce some outside interference.
Consequences don’t have to be direct results of a PC’s actions.
A consequence might be a mix of different consequences as well. If you take a
medium consequence, that could be a bit of shock and a light wound instead of a
medium wound. Each of these is considered a light consequence and must be resisted
separately. As a rule of thumb, a heavy consequence is equal to two medium
consequences and a medium consequence is equal to two light consequences.
The chart below serves as a guideline on what type of consequences match the
severity. However, it’s completely up to the GM and setting harsher consequences
allows them to change the tone of the game. Wounds and gold are hard-coded,
though, and serve as a nice baseline to compare other consequences against. A ✓ or
example text indicates a consequence is appropriate to apply at that severity,
whereas an ✕ indicates that it’s not (though these can be used with a mix of
consequences).
Reduced effect ✓ ✕ ✕
Shock ✓ ✕ ✕
Lose position The hunter notices you You lose sight of the ✕
perched in the tree and hunter - who is now
grabs their bow. right behind you.
Minion nature Disloyal minions won’t Disloyal minions run Disloyal minions stab
listen to your orders. away. you in the back.
Backfire The edge of your cloak Your staff is burnt to a You are engulfed in
catches on fire. crisp. flames.
Complication It starts raining. A second guard arrives The bear breaks the
on the scene. lock on its cage.
Start/tick a 1 tick or a new clock - 2 ticks or a new clock - 3 ticks or a new clock -
clock “Guards detect you” “Allies break and run” “Adventuring party
arrives”
Remember GMs, a mixed is the most common result in the game so it’s
important to establish that a mixed isn’t failure, just a messy way of getting
stuff done. Don’t cheat the PCs out of success - they still do it and get to
narrate what that success is, but they get hit with something in return.
Don’t pull your punches when things are dangerous or even risky. Don’t go
easy on the players - PCs have a ton of ways to modify and add to their rolls,
as well as reduce the consequences of failure. When they fail, it’s your job to
make them pay in fun and interesting ways.
Inflicted Consequences
While the world often moves in response to PC failure, that’s not the only way for
consequences to come the PCs’ way. The GM rarely rolls, but this doesn’t mean the
world is passive. The GM is always free to inflict consequences on the PCs whenever
they make sense. In this way, the GM can alter the power level of enemies or the
threat level of situations and make the world come alive and feel aggressive.
Telegraphing the danger is important - let the players know the stakes. Sometimes
starting a clock makes more sense and ticking it periodically. At other times, working
the danger of the situation into position and effect makes the most sense. Inflicted
consequences are the most extreme tool in the GM’s arsenal and you should use them
carefully, as they’re incredibly high impact and show the world pushing hard against
the PCs, instantly putting them on the defensive.
Adventurers (pg. X) and other powerful enemies have a built-in number of moves
they can make determining how many consequences they can inflict.
Cost
Sometimes when a consequence happens, the PCs have a say in exactly what cost
they’re willing to pay. Do you take a wound? Do you lose some gold? Do you anger a
faction? Do you owe someone a favor? Do you take shock from smacking your head?
When the PCs have a large amount of control over a situation, the GM can choose to
ask them what cost they’re willing to pay in that situation.
When you have to pay cost, the GM sets the severity of the consequence. It’s then up
to the PC to determine exactly what cost they paid with the GM having final say on
whether they have paid enough.
Cost Examples
❖ The alchemical blows up in your hands, giving you a wound - or
maybe a minion was holding it instead.
❖ You pay several gold to calm down the bugbears you just pissed off -
or maybe you give up your trusty battleaxe.
❖ The human traitor will lead you there, but you owe him a big favor -
or maybe you anger the faction he belongs to, starting a clock.
Shock
Shock is a temporary effect that greatly hinders one of your attributes, but is quickly
shaken off. They’re often psychological in nature, such as being scared, nervous,
confused, or frustrated. Sometimes, they’re more physical ailments like feeling sick,
seeing stars after getting punched in the face, or having dirt thrown in your eyes.
When you take shock, the GM chooses the attribute that it affects or allows the player
to choose one that makes sense - Brains, Muscles, or Guts. Narrate why that attribute
takes the hit. If you take shock to an already affected attribute, you instead have to
pay cost that makes sense in the situation.
Shock: The next action rolled belonging to the attribute takes -1d, after
which the shock clears. Any shock that hasn’t been applied yet clears
during recovery.
Shock that applies to Brains affects a character’s smarts, awareness, or insight. These
strike their mind, making it harder to think. They might become confused, drunk, or
stunned by a punch.
Shock that applies to Muscles affects a character’s strength, agility, or speed. These
strike at their body, making it harder to move well. They might twist an ankle,
become sick to the stomach, or get a light but annoying cut.
Shock that applies to Guts affects a character’s personality, mettle, or magical ability.
These strike at their spirit, making it harder to impose their will. They might become
frightened, feel betrayed, or grapple with an overflow of arcane energy.
Wounds
Every character has one light wound box, one medium wound box, and one heavy
wound box. Each box represents different amounts of damage to your character.
❖ Light wounds are minor cuts and bruises. You might get a slash across your
forearm or a punch in your ribs.
❖ Medium wounds are serious, but non-life-threatening. They leave you
bleeding, deeply bruised, or a minor fracture. You might get your nose
broken by a shield to the face or an arrow stuck in a non-vital area.
❖ Heavy wounds are debilitating and put you close to death. You might get a
sword run through your gut or a horse kicks you in the head.
When you take a wound, you mark off a wound box equal to the severity of the
consequence. If you have no wound boxes at that level remaining, you mark a box a
level higher.
When you take a heavy wound, you are injured which means you take
shock to all three of your attributes.
Luckily, the effects of wounds on monsters are pretty short lived. They are amazingly
resilient, recovering and adapting quickly, pushing pain to the back of their mind.
Once you shake off the shock, there’s no other penalty for having a heavy wound -
besides being right at death’s doorstep.
bucket. You ignore any shock you have on this roll and if you play into
your nature, any ally who sees your death can take a dark heart.
Your nature will lead you astray. It’ll push you towards monstrous acts and ruin the
best laid plans. It’ll put you and your allies into danger - but satisfying your nature
can also empower you, fueling your dark heart.
Dark Hearts
A monster’s nature, their deepest and darkest desires, constantly beckons them into
heinous, cowardly, and selfish acts. When acting on your nature threatens to derail
your current goals, you earn a dark heart, a bankable die that you can spend later.
You can bank a max of 3 of these.
You can spend a dark heart and take +1d to any roll. You can only spend
one dark heart on any given roll.
While players can weave their nature into their roleplaying, they only earn dark
hearts when their nature puts their current goals at risk.
❖ The GM can suggest a course of action that plays into a character’s nature,
especially in response to a player declaring an action.
“Sure, You could go help your ally, but you’re cruel, right? Maybe spend
time here twisting the knife on this guy you just downed instead?”
❖ Other players can suggest a course of action as well.
“Aren’t you reckless? Why not just try jumping over the chasm?”
❖ You can play into your nature yourself.
“I’m way too impatient for this. Can I have a dark heart here if I push past
the guard and enter the chief’s hut?”
The GM makes the final call on whether something is deserving of a dark heart. It’s
important to remember that the suggestions are just that - you don’t have to follow
through on them. It’s always the player’s choice. While it’s not required, getting a
dark heart usually requires an action roll to put things at risk or a sacrifice of some
sort, like sending minions to their deaths or giving up some loot you’re carrying. The
key is that you earn a dark heart when you step away from what you’re supposed to
be doing and really get back to the basics of being a monster, the things that fill your
dark heart with glee.
“Yeah, that guy’s going to get that dagger buried into his chest. I’m going to
Skulk over there and take care of him,” Dromin says, grabbing dice and
marking down his dark heart.
Stress
Wicked Ones have a resource called stress that they use to keep their nature at bay
and stay focused. They can take stress to resist consequences or power abilities. Each
character has two light stress boxes, two medium stress boxes, and two heavy stress
boxes. Each box represents different amounts of assault on your ability to keep your
nature in check.
When you spend stress on abilities or spells, you mark one box of the
lowest level of stress you have open. When you roll a mixed or failure to
resist a consequence, you spend a stress box equal to the consequence.
When you go to mark a level of stress but all the boxes at that level are full, you
instead mark a box a level higher.
Stress allows you to suppress your nature, the darker urges lurking in your heart, and
focus on your goals. This is what sets the wicked ones apart from normal monsters.
Taking too much stress, though, pushes them over the edge and they go feral,
succumbing to their nature. They become wild and powerful, but dangerous to be
around.
Go Feral
When you mark off your last heavy stress box, you immediately go feral, becoming a
slave to your nature which has the following effects:
❖ Your dark heart bar immediately fills.
❖ Any action you take must play towards your nature and you do not get dark
hearts for doing so.
❖ You can’t spend stress, though you can spend a dark heart in its place to
activate abilities. You take +1d if you make an action roll with the ability.
❖ You cannot resist, though you can still use a defense.
❖ Anything that would normally clear stress instead gives you a dark heart.
Once you've spent your final dark heart, your mind clears and you can focus on the
task at hand once again. You can spend stress and resist consequences as normal and
are no longer beholden to your nature.
When a character goes over the edge, it means they’re too wild to have around
anymore and the player describes how they make a hasty exit, usually using their
final action to do so. The character might run away, betray their comrades, steal
something important, or the other PCs might even be forced into killing them.
However it goes down, that character is gone from the dungeon and that player has
to make a new one.
It really is less is more here - making the monster moments feel like something not
typical, like your nature is calling out and beckoning you, hits just the right spot.
And the rewards you get for playing into your nature make players feel okay for
throwing your plans or allies under the bus. It’s not just doing something crazy for
crazy’s sake - it feels justified to take the crazy path because you get something for
doing it.
Resistance Rolls
Roll an action that you use to resist the consequence.
🎲 Critical: Avoid the consequence and clear one stress box.
Success: Avoid the consequence.
Mixed: Take stress equal to the consequence to avoid it.
Failure: Take stress equal to the consequence to reduce it one step in
severity.
When you resist, describe how you go about stopping it and choose the action that
best matches the description. Resistances always work to some extent - the roll just
determines how well you resist and how much stress you take to do so. On a failure,
the GM determines in what way the consequence is reduced. You manage to stem
some of the damage, but not all of it.
The chosen action must make sense within the fiction - if the GM judges that the
action would have a weak or less effect under the circumstances, you can’t use it to
roll to resist with.
Resisting does not do away with the outcome of the action roll - the consequence still
happens. Resisting it is your reaction to it happening, to avoid or lessen its impact. If
you knock over a vase while Skulking through a hallway, you still knocked it over - but
resisting with Finesse allows you to react in time to grab it before it falls.
❖ Your minions lie to you, swearing they don’t know where the gold
went. You roll Scan to resist and pick up on their lies.
❖ Your staff gets knocked out of your hands. You roll Invoke to use
force mastery to bring it back to you.
Examples of Resistance Rolls with Consequences Reduced
❖ Another PC makes too much noise sneaking through a field and a
farmer notices you. You use Trick to resist and make some animal
noises to make them think it’s just an animal.
❖ You fall off the edge of a building. You roll Smash to grab the edge,
leaving you dangling from the edge.
❖ The master swordsman knocks your cutlass out of your hands. You
roll Finesse to hold onto it, but your counterattack takes -effect as
you fumble around with the hilt.
Along the same lines, PCs have to call out resists quickly. After the first
session or two and the players have gotten used to the system, the GM
shouldn’t give them a breather or remind them it’s possible - just move on
and keep the story flowing. It’s the PC’s job to interject to resist something.
Defenses
Defenses allow you to completely resist a specific type of consequence. When you use
one, you mark it off on your sheet and can’t use it again until it refreshes during the
next recovery. When you use a defense, it acts as if you had rolled a success on a
resistance roll. You spend no stress and the consequence is completely avoided.
Describe what happens and how the defense applies to the situation. If there’s any
question about whether it can apply or not, the GM makes the final call.
Every PC has one defense derived from their trappings (pg. X), the equipment they
always carry. Other defenses can be gained through calling abilities, magic items,
potions, or alchemicals.
Adjusting Rolls
There are many ways to influence the details of rolls, though each requires some
sacrifice or risk on the part of the player.
Dark Bargains
You’re a selfish monster without morals who would gladly sacrifice collateral
damage, your friends, or your goals for short-term gains. To reflect this, anytime you
roll, you can ask the GM for a dark bargain. The GM details a consequence - something
bad happens to you, those around you, your dungeon, or your current raid. If you
agree to accept the consequence, you can take +1d on the roll.
Sometimes a dark bargain just doesn’t seem worth it - you’re free to negotiate or
suggest your own! The GM can also ask around the table to see what ideas everyone
has.
A dark bargain happens no matter what, independent of the results of the roll, and
can’t be resisted.
Go Hard
You throw everything you’ve got into the task, setting aside any worry about the
consequences. On any action roll that can be framed in a way that makes sense, you
can take -position to gain +effect. This is situational as some tasks just can’t be
justified in this way - there has to be a clear way to put yourself at greater risk while
making you more effective, such as stepping into the line of a charging lancer or
jumping into alligator infested waters to hide. How do you gain effect? Why is the
danger increased?
Help Out
You can help out an ally to accomplish something. Just describe how you’re assisting
them and if it makes sense and seems like something your character could
reasonably accomplish, you give them +effect on their roll. However, when you help
out, you suffer any consequences from their roll as well. You can only gain this bonus
to effect once per roll.
You can’t help out on downtime activities. Instead, you just make a roll towards that
activity yourself and have it count towards completion of the project.
Work Together
You work together, making a coordinated effort with allies or minions with a much
increased chance of success. This comes at a cost, though. Each person in the group
makes an action or resistance roll using the same action and taking the best roll as
the group’s result. This represents putting the group’s combined effort towards one
action, not each member performing multiple actions. This means that if you are
working together towards ticking a clock, the roll only ticks the clock once - not once
for each member.
However, any player that rolls a failure takes stress and if the best result was a failure
or a mixed, all participants suffer consequences. Characters that are currently feral
can’t work together.
Another benefit of working together as a group is levelling the playing field against
another group or much larger foe, or overwhelming a smaller group. This can be
considered as a circumstance towards position and effect when comparing scale.
Flashbacks
While players themselves aren’t always the best at planning ahead since they don’t
always have all the necessary details, the monster characters aren’t without
resources. They sometimes think ahead in surprisingly clever ways. Wicked Ones
generally eschews careful planning, instead launching into raids after picking a few
big details, then leaving the specifics of the starting situation up to the engagement
roll. This is by design, allowing you to skip to the actiony parts which feels more like
monsters. But sometimes something important or useful might get skipped over,
something your monster character would have done but you the player didn’t. That’s
where flashbacks come in.
Each calling has the ability to flashback to a scene in the past and perform specific
types of tasks related to their calling. So while maybe the player might not have
thought to snag a key from one of the guards they killed, their goblin shadow
definitely would have.
When you call for a flashback, you describe the basics of what you want to do. The GM
will judge whether it was possible and whether it’s within your calling’s ability to do
so.
❖ The shadow scanned a dead guard for the key to open the gate standing in
their way. Now their way out of the compound is made easier.
❖ The brute commanded the captured soldier, lying tied up next to the
campfire, to tell him how many will be in the next patrol.
❖ The marauder commanded some goblins to wait for his signal to pop out
and launch a surprise attack. They watch now as the goblins hit the
mercenaries from behind.
❖ The conniver bantered with the bugbear warband over drinks and dice and
tricked their leader into attacking the town first. They sit now watching the
bugbears die against the walls, softening up the defenders.
Flashbacks can usually only cover something that can be done with an action or two.
More elaborate things are out of the scope of a flashback or might require you to
spend stress again.
A flashback works just like a normal scene would. You still make action rolls, suffer
consequences, and spend stress as normal. The flashback just allows you to make
those rolls, then have them affect your current situation. Keep in mind that
flashbacks can’t undo or remove things that have already happened. They also can
never be used to perform downtime activities - their scope is limited to a single scene
- roughly one to three action rolls.
Progress Clocks
Sometimes, tasks are larger than one action - interconnected parts of an entire plan,
events progressing over time, or a challenge quite difficult to overcome. Progress
clocks are a circle divided into 4, 6, or 8 segments and are used by the GM to track
progress over time, whether that be for a task the PCs are working on, trouble
heading the PCs’ way, or situations developing out of the PCs’ control. Anytime you
need to track something like this, draw a clock and tick it as progress is reached.
When the clock is full, an obstacle is taken down, a situation comes to fruition, or a
goal is reached. Here are some examples:
Clocks are meant to be flexible and ticking them well comes with practice. When you
tick a clock is based on the type of clock and what it represents (see below). They’re a
representation of the fictional situation developing and sometimes the rolls and
fiction don’t quite match up. Don’t be afraid to give an extra tick, hold one back, or
end a clock early. Clocks tend to work best when all can see them, even if they’re not
labelled yet, though the choice of whether to show a clock or not is up to the GM.
Types of Clocks
There are three basic types of clocks - objective clocks, danger clocks, and situation
clocks.
Objective clocks are used to represent complex goals the PCs want to achieve, like
casting a ritual, slipping through town, or negotiating peace with a tribe of orcs. You
tick the clock when PCs take steps towards completing the goal, usually with action
rolls. These clocks might even be unticked when the PCs suffer consequences or the
fiction changes in some way.
Danger clocks are used to represent impending danger, like guards being alerted,
some local humans being pushed far enough to hire adventurers, or angering a
dragon. You tick the clock when PCs suffer consequences or allow time to pass
without dealing with the danger. They might even be unticked when the PCs actively
work towards dealing with them.
Situation clocks are used to represent the world moving around the PCs, like a war
between two factions, a crazy storm passing through, or a town building a new wall.
You generally tick the clock with the passing of time or when events that affect it
occur.
Ticking Clocks
GMs should tick a clock whenever they feel a clock needs to be ticked. When events in
the world feel like a clock is progressing, a clock ticks to represent it. That might
seem a little vague, but it’s essentially a judgement call by the GM about how much
the clock is moving towards progression in response to the events happening in the
game.
Sometimes, an action or fortune roll directly ticks a clock. Clocks can also be ticked as
a consequence of a roll. Here are some guidelines on how and when they get ticked:
Clock Interactions
Clocks can interact with each other in a few ways that make working with them in
play quite interesting.
Racing clocks are used to represent competing goals, like building a battering ram
before reinforcements arrive, racing bandits to a juicy merchant caravan you both
just heard about, or escaping from the guard while they’re trying to corner you. The
GM draws two clocks, and when one is full, that clock’s goal is realized first.
Layered clocks are used to represent multi-step, complex situations, like sneaking
through town and into a well-guarded fortress, taking down a mighty knight’s
defenses until they are vulnerable, or setting up a complex ritual. The GM draws one
clock, then when that one is full, it unlocks a second clock. The clocks can be of
different types as well, such as an objective clock unlocking a danger clock that
pushes you to escape before help arrives!
Fortune Rolls
When the GM needs to make a judgement call about the world and either doesn’t
want to decide or isn’t really sure what the answer is, they can make a fortune roll to
decide. Fortune rolls fill in the gaps when there isn’t a specific rule or some
information within the story is missing.
Fortune Rolls
You roll a number of dice based on the likelihood of something good
happening in the situation. The results determine how well things go.
🎲 Critical: Not only do you get the desired result, but you get something else
to go along with it!
Success: A great result.
Mixed: Not bad, but not great. There’s a tinge of disappointment.
Failure: Things go about as poorly as they could.
The amount of dice rolled is determined by how likely success is.
0d - 1d 2d 3d - 4d
Unlikely Toss-up Likely
If a PC is involved, the GM might choose to base the roll off of one of their actions,
how much gold they spend, or some other factor. For example, if they want to know if
they spotted anyone with horses on the road yesterday, maybe roll their Scan to see
how well they remember.
It needs to be made very clear who the roll is being made for. Good results affect the
target positively. So if two sides are competing, make sure to choose which one you’re
rolling for - or you could even make competing fortune rolls, then compare the
results and judge what happened! Generally speaking, if PCs are involved, then a high
result should be beneficial for them.
Gathering Information
When you need to know some information or something about the world isn’t clear,
you can gather information to learn more. As the GM is generally responsible for
telling the players what their characters know and other truths about the setting,
there’s no way they can tell them everything.
When a player wants to know something, they can ask the GM questions - but
whether they get the chance to ask those questions may be determined by an action
roll. Gathering information is about having a source of information, being in a
position to access that source, and applying an action to extract the information. Not
all of these steps may be necessary, though.
The player answers the following questions:
❖ What do you want to know? Ask the GM a question.
Where can I find an iron shipment? What’s been happening in this area
lately? Who is the lord of that town and does he have any hidden secrets?
❖ What is your source of information? Tell the GM where you will get the
information.
I’m going to camp along the road and watch passing caravans. I’m going to
go talk to my vile friend, the ogre living by the lake. I’m going to ask the
prisoner we snagged in our last raid.
❖ What method do you use to get the information? Tell the GM how you will
go about getting the information.
I’ll spend most of the day Skulking there. I’ll bring along a few bottles of
beer and Banter with her. I’ll Tinker with some torturing tools.
The GM answers the following questions:
❖ Does the PC have immediate access to the source or do they need to
maneuver into position?
❖ Does the source contain the information the player is seeking? If you’re
unsure, make a fortune roll to see.
If it’s up in the air, you make an action roll to see how well you can get the
information. The GM might make a fortune roll as well to determine how much
information there is available. The amount of detail gained depends on the result and
effect of the roll and how much information the source knew. A success on an action
roll with normal effect against a source that contains the information gives good
information.
❖ Great Information: The information is very complete and follow-up
questions may expand into related areas or reveal secret information.
❖ Good Information: You get the answer to your question and can ask several
follow-up questions to clarify details.
❖ Sketchy Information: You get the answer to your question, but the details
are scant. The information is true, but may be misleading.
❖ No Information: Either the source didn’t contain the information or you
were unsuccessful at extracting it.
Sometimes, you don’t have immediate access to the information. You may need to
Smash some goblin heads before you get to Command their chief to tell you what they
know. In this case, you must make action rolls to even get into a position to make the
gather information roll.
Each attempt takes time and if you’re making an action roll, failure brings along
consequences. Sometimes retrying is possible, but often it’s not - the chance is
fleeting or the consequences make it impossible to continue trying to gather
information. Remember that if there’s no risk or challenge, the GM should just give
the information to the player and move on.
When you have to maneuver to get into position, an action roll may be required - but
you might also be able to pay some cost. Maybe you spend some gold to gain access or
bring along a nice present.
One thing to keep in mind is that monsters don’t really have access to the same level
of information a human would. The GM should be careful to present the world
through the eyes of a monster. Getting details about human society is tough at best or
maybe even downright impossible. To get the answer to exceptional questions, you’re
going to need an exceptional source of information.
For example, you could Skulk into the scout patrol’s camp and Scan for their
maps - though you probably could have also rolled all of that into a single
Skulk roll. However, if you have to Skulk into the camp and Banter with a
prisoner they have there, that would definitely be two separate rolls.
Gold within the dungeon’s hoard is tracked separately and far more
abstractly (pg. X) than PC gold. But for PCs, gold is a resource they can
use to directly influence the story.
Every PC has a bar to track gold on their sheet. When you gain gold, fill in the bar and
when you spend it, erase the filled in boxes.
Loot
Throughout your misadventures, you’re going to have ample opportunity to pick up
some loot. When you do, you make a loot roll to see what you find.
Loot Rolls
Roll a number of dice determined by the source of the loot.
🎲 Critical: You gain 4 gold and a powerful item.
Success: You gain 3 gold and a useful item.
Mixed: You gain 2 gold.
Failure: You gain 1 gold.
The number of dice rolled is variable, depending on the source:
❖ A successful raid gives you a loot roll of 1d and you take +1d for each extra
piece of loot you went out of your way to secure during the raid.
❖ A successful dungeon defense gives you a loot roll equal to the highest
adventurer’s tier.
❖ When in doubt, you roll the tier of the faction you got the loot from.
A useful item is something you’d be happy to find and can put to good use. It might
be a tier 1 potion, alchemical, contraption, or magic item. It could also be mundae
equipment with an edge, a map with valuable information on it, or a rare musical
instrument. The GM decides exactly what you find.
A powerful item is a tier 2 or 3 potion, alchemical, contraption, or magic item. This is
something quite rare and lucky to get your hands on.
Reducing Cost
You might want to negotiate the cost - you can do so with action rolls, though the
consequences are likely to be the cost climbing or losing the chance to purchase it. In
this way, the PCs may get swindled and forced into buying something too pricey as
well. The trickiest traders might begin a negotiation inflicting consequences of
higher costs on the PCs.
You can also resist cost - you keep haggling, call in a favor, or take something and
leave without paying. Not all of these are always possible, given the circumstances
though - while you might Smash the goods out of the trader’s hands, they’re still
going to remember this and stop visiting your dungeon.
❖ Spend 1 gold to have a minion perform an extra downtime activity. (pg. X)
❖ Spend 1 gold to have a minion accompany you on a raid. (pg. X)
❖ Spend 1 gold to have a minion go on a mission during roaming. (pg. X)
❖ Spend 1 gold to give a minion 1 morale. (pg. X)
❖ Spend 1 or more gold to roll revelry to gain dark hearts. (pg. X)
❖ Spend gold to satisfy the requirements for a ritual.
A supply item must be able to be carried in one hand or fit nicely into a
backpack - you can’t just suddenly be wearing armor or carrying around
something huge. There’s a logical limit to what can be pulled from
supply and the GM has the final say on it.
Items such as alchemicals, potions, or anything else that is consumable
must be placed in supply.
Anytime that you go out of your way to buy, steal, make, or acquire an item by any
other means, you can add it to your supply. Several dungeon rooms add a type of item
to each character’s supply and you can also gain supply from calling abilities.
Items can be considered as a circumstance towards effect or give permissions to
perform an action. Having the correct tools for the job is important - you’re going to
have a tough time picking a lock without a lockpick or swimming across a river in
armor. And without the right tool, some things are just impossible.
If several items serve the same purpose, you can combine them into one trapping or
supply. For example, you don’t have to separately list a helmet, hide armor, and
shield if all you want is for them to provide a defense against wounds. You can just
list them as “armor”. Writing down “tool pouch” might make more sense than
writing out hammer, screwdriver, etc. The bigger the impact a single item has,
though, the more likely it should be on its own. A tool pouch might contain several
useful items for tinkering, but a saw might best be listed on its own.
Limited Supply is when the dungeon has gained a limited resource of
something and all members can access it as supply. These supplies are
represented by a clock, usually 4-segments, that you tick each time it’s
used.
You make a deal with some dwarves to allow them passage for ale
(4-clock supply of ale). You discover some hallucinogenic mushrooms
deep underground (4-clock supply of magic mushrooms). You rob a royal
caravan of fantastic silks (4-clock supply of fancy silk).
Many examples of items that each calling might have in their trappings or supply can
be found under Character Creation pg. X.
Trapping Defense
Monsters tend to love their possessions, clearly favoring evil style over substance, but
that doesn’t mean that the things they choose mostly for their appearance are
useless. Your trappings provide you with a single defense based on the items you’ve
chosen. You can change this defense during recovery.
You work with the GM to decide what defense your trappings provide you. The above
are just examples and the defense could be anything you can connect with your
trappings. When selecting a defense, making sure that it’s not too narrow or too
broad is important. They should be something that could plausibly come up around
once a session, but not something that always comes up.
Weapons
Like other items, weapons are counted as circumstance bonuses towards effect. If
you’re fighting heavily armored enemies, you might need a bigger weapon - but
carrying around a bigger weapon is going to make movement a lot more difficult.
The most common weapons strike a good balance - a sword can be held in one hand
and easily stowed away or carried while moving, but is also deadly enough to deal
significant damage to most enemies. A dagger might struggle against armored
opponents, but can be hidden and makes movement easy. A huge battleaxe is going to
crush through enemy armor, but could make swimming across a river quite a
challenge.
Picking Stuff Up
Your trappings are what you generally carry, but you can pick stuff up along the way
as well. You can usually carry an item or two besides your trappings & supply, but
you’ll be slowed down while carrying them. Remember that the rules flow from the
fiction - if you’re trying to carry something immensely heavy or hard to carry, maybe
you’re going to have to drop some of your equipment.
You’re telling awesome monster stories. Make sure to choose trappings and
supply that help make these stories more awesome and monstery. Don’t get
too caught up in mechanical choices - take stuff that sounds fun and cool,
stuff that your monster would be carrying.
Power Struggles
Being monsters, it’s natural for the PCs to come into conflict with each other -
shenanigans, arguments, and fights are commonplace. To allow for this without
making such interaction feel mechanically punitive, PCs can engage in power
struggles.
When two or more PCs are at odds, the GM can call for a power struggle.
❖ Each player chooses an action you try to use to get your way and roleplays
the conflict starting.
❖ When it comes time to determine a winner, you roll at the same time.
❖ The winner then narrates how they end up winning.
❖ The loser then narrates their reaction, closing out the scene.
Power struggles are completely narrative - nobody takes wounds, nobody loses stress
no matter how violent or crazy the narrative gets. Occasionally, a gold or an item may
change hands, but that should be the extent of it.
With multiple participants, things can get a bit more complex and freeform. The
point here is to keep it light, though, and spread the spotlight around. Keep in mind
that players never spend resources on power struggles - they can’t spend dark hearts,
they don’t mark off stress or wounds. They can activate abilities or cast spells, but
they don’t provide any extra benefit to their chances of winning. The rule keeps
things very simple - just choose action ratings and roll them as a fortune roll.
The bugbear brute says, “Yeah, I’m going to Smash things angrily until you
all start listening to me.” The slissik shadow jumps in, “I’m definitely going to
Skulk into the shadows here and wait for an opening.”
The bugbear brute says, “I slam my fist down hard on the table and demand a
full scale attack on the ferry crossing, eyeballing each of you.”
The GM says, “Let’s see some rolls.” The bugbear rolls 3d for his Smash,
getting a mixed. The slissik rolls her Skulk, also 3d, getting a success.
“Awesome,” says the slissik. “Okay, I slip up behind the bugbear and put my
dagger to his neck. ‘I think a lighter touch might be in order.’”
The bugbear player laughs, “Dammit… Okay, knowing I’ve been outdone, I
turn my head a bit, then glance at the slissik and snort, ‘Okay, snake - but if
this doesn’t work, it’s on you.”
Running a dungeon requires many decisions to be made by the players. Discussing
these out a bit can be fun, but most of the time you’re going to want to land on a
decision quickly. This could be deciding what creature to attract, what the next raid
target and plan is, what room to build, or what to do with all those elven prisoners.
Amongst the wicked ones, these indecisions have a way of getting sorted out quickly.
Anytime the PCs hit this kind of deadlock, the GM can call for a power struggle.
Monsters find it natural to solve their problems in this way and it keeps play
moving, so don’t hold grudges with this stuff - let it wash off your character’s
back and move on. It’s a mechanism to keep the game flowing nicely, but also
a nice chance for some monster vs. monster drama. You’re all a bunch of
bloodthirsty killers - surely you’re not always going to get along.
If at some point it becomes important that the PCs are trying to actually harm each
other, such as a monster following their nature while feral, there are two options:
❖ The GM sets the consequence that the loser of the power struggle must face.
❖ The game progresses using normal position and effect, alternating between
who makes action rolls. The GM judges how dangerous or effective the PC
making the action roll would be and if there’s a consequence, the other PC
gets a hand in deciding it. It’s best to decide the consequences before rolls
are made.
If everyone isn’t on board with a power struggle, especially one with consequences,
the GM should just narrate a neutral conclusion and move on instead. Power
struggles aren’t meant to force players into situations they don’t want their
characters to be in. If everyone at the table isn’t having fun with it, it’s a better idea to
find a different direction for the game to go in.
Advancement
PCs start off competent, but not exactly strong. An orc marauder is about on equal
footing with a normal caravan guard in a fight. A conniver might be able to match
wits with a local priest. A warlock is about on level with a magician's apprentice. In
the beginning, failure can be regularly expected.
But as you gain xp, you grow more competent. You can rely on your actions more and
gain additional abilities, turning into something much more terrible and powerful.
Danger XP
Every time you roll a dangerous action, no matter the result, you gain 1 xp in the
danger xp track on your character sheet. When you fill in the last box, you can place
an additional action dot in any action and clear the track. You gain the XP prior to
actually making the roll, so you can place the dot immediately and then roll it.
You can only have a maximum of 3 action dots in an action without the appropriate
lair upgrade (pg. X).
Players, make sure to track your danger xp during the game! It’s your
responsibility, not the GM’s.
Practice XP
After you make a roll with an action that has no dots in it, you gain 1 xp for the action
that you rolled. When you gain the first xp, place a diagonal line in the action’s first
box. When you gain the second, place another diagonal line making an “X” in the box.
After you gain the third, fill in the box and your action rating increases to 1d.
Monster XP
At the bottom of your character sheet is your monster xp track and its triggers. At the
end of each session, go around the table with each PC going down the xp trigger list
and recounting the triggers you met. You then decide for yourself how much xp you
should take for the session.
Mark 1 monster xp for each trigger met within the session. Detail how it happened.
❖ You made progress on your master plan. What did you accomplish? What
lies ahead?
❖ You used a scene to bring the dungeon to life. How did you fill the time
between raids and invasions with interesting cuts of monster life?
❖ You did something a human would never do. How did your actions reflect
your monstrous nature?
❖ You utilized your trappings in creative ways. How did your most prized
possessions come into play?
The master plan (pg. X) is something the group works towards together and if
progress is made, everyone gains 1 monster xp for it. When the 9-xp track is full, you
clear it and gain a new ability. You then mark down any left over xp.
Monster XP is tallied up at the end of each session no matter where it ended in the
cycle of play. You go around the table with each player going down their list of xp
triggers, recounting what happened during the session. You can help each other out
by reminding someone of something they forgot to do. As a good rule of thumb, if
nothing comes immediately to mind, you shouldn’t take XP for it - it should be fairly
clear when the triggers are hit.
When you make a new character, you get 1 extra ability and 1 extra
action dot per dungeon tier.
When bringing in a new character, setting up an off-screen montage works well.
❖ How do you prove your worth and gain the acceptance of the other PCs?
❖ How are you more than just another minion?
Using your vile friends and known enemies to link you together with the dungeon
somehow makes for an easy in-road. A power struggle also sets the tone really nicely
to have a new PC work their way into the dungeon.
Tiers
Tiers are used to establish relative power of elements within their own categories.
You use them when you need to know how things stack up against each other. Tiers
are rated from 0 to 4, with 0 representing something that is small or weak and 4
representing something incredibly powerful. They only directly compare things
within the same category.
Each tier is basically worth double what its previous tier is. Something that is tier 3
should be twice as powerful as something that is tier 2. For example, two tier 2
factions working together could possibly take down a tier 3 faction. Four tier 1
factions could possibly do the same. It would take 8 tier 1 factions to face off against a
tier 4 faction.
Tiers can sometimes be considered as a circumstance towards effect when it makes
sense for the relative power of the two things to have an effect. If you are using a
spell of a lower tier to attempt to counter a higher tier ritual, you would take -effect
on the roll.
Throughout the game, tiers will be used as a way to compare elements of the game
within their own categories. The tier system is a rating between 0 and 4. Tier 0
represents something within its category that is small or weak, just starting off or
barely worth the time to notice. Tier 4 represents the highest level of quality or
power, something strong and valuable, within its category.
Your dungeon will have a tier, starting off at 0. This will compare to faction tiers and
establish how powerful of targets you can tackle. Spells and rituals, as well as
alchemicals and potions, have tiers, too. Your dungeon’s creatures also have tiers, as
well as the adventurers that invade your dungeon. While many elements have tiers,
it’s important to remember that they’re representations of relative power within that
category - a tier 3 dungeon doesn’t “equal” a tier 3 adventurer.
Magic
Magic is broken up into three disciplines - sorcery, witchcraft, and channeling. The
difference between them is the source of their power and the form it takes when you
Invoke it.
❖ Sorcery draws power from strange, arcane forces.
❖ Witchcraft draws power from spirits and nature.
❖ Channeling draws power from the worship of evil deities.
You Invoke spells and rituals, creating magical effects that fall within the scope of
your path. Each discipline has several paths which determine what kind of magical
effects you can create. To cast magic within a certain path requires you to have an
implement specific to that path in your trappings or supply (pg. X) through which to
focus your magic. To cast higher tier spells and rituals, you must have the
appropriate shaman, warlock, or zealot calling ability.
Sorcery Paths
You reach out and seize control of primal, arcane energies, twisting them to serve
your purpose. Sorcery is the purview of warlocks, who can learn to cast higher level
spells within this discipline.
❖ Enchantment allows you to beguile and bewitch your foes, read their
minds, cause lasting mental damage, plant false ideas, and even compel
them to obey you.
❖ Evocation allows you to summon minor demons to do your bidding.
❖ Force Mastery allows you to control primal force, lifting and moving
objects or even yourself.
❖ Hexomancy allows you to manipulate the forces of luck and entropy,
causing chaos and decay.
❖ Illusion allows you to control darkness and shadows, using them to craft
illusions, darken or lighten areas.
❖ Necromancy allows you to wield negative energy to hasten death, sap
strength, or control the dead.
❖ Pyromancy allows you to conjure and manipulate flames, lava, and heat.
Channeling Paths
You call upon a dark god, demigod, or powerful fiend that, in return for your
worship, allows you to wield a small fraction of their power for yourself. Channeling
is the purview of zealots, who can learn to cast higher level spells within this
discipline.
You can choose one of the following evil deities to follow or make up your own. The
deity you worship acts as your path. Each has a title followed by two domains which
help define the scope of the magic you can cast. If you make your own, work with the
GM to define these well.
❖ Melawa, The Keeper of Secrets, Goddess of Knowledge and Deceit
❖ Zaheen, The Dancing Madman, God of Luck and Chaos
❖ Talazar, The Relentless Stalker, God of Vengeance and the Hunt
❖ Vahoona, The Howler at Night, God of Nightmares and Twilight
❖ Melkahar, The Rotting Prince, God of Pestilence and Decay
❖ Labisha, The Flesh Eater, Goddess of Slaughter and Savagery
❖ Dalgeth, The Grumbling Malcontent, Goddess of Treachery and Downfall
❖ Gorlag, The Blessed Emperor, God of Conquest and Tyranny
❖ Nezame, The Joyful Hedonist, God of Pleasure and Envy
❖ Iziza, The Sweet Mistress, Goddess of Seduction and Trickery
❖ Shabaz, The Unscrupulous Destroyer, God of Tempests and Blights
❖ Crevis, The Quivering Wretch, God of Cowardice and Suffering
❖ Gimosha, The Predictable Liar, Goddess of Greed and Jealousy
Witchcraft Paths
You call upon or compel natural and ancestral spirits to assist you. You have a strong
connection with the most basic forces of nature. Witchcraft is the purview of
shamans, who can learn to cast higher level spells within this discipline.
❖ Bloodreading gives you power over the bodies of living creatures such as
harming them, controlling their movement, or inflicting them with a
disease.
❖ Divination allows you to send your sight far and wide, looking into pools of
water to see distant lands, the past, or even very brief, chaotic glimpses of
what will likely be the future.
❖ Druidism gives you power over plants and animals which you can summon
and command.
❖ Spiritcalling allows you to contact ancestral spirits, asking for or
demanding their aid such as allowing yourself to become possessed,
receiving knowledge, or cursing your enemies by manipulating their spirits
using fetishes and doll-magic.
❖ Stormcalling allows you to control the elements of weather - wind, water,
and lightning.
Magic paths are not meant to be comprehensive. They represent the most
common magical traditions that exist within monster societies, so there are
bound to be some gaps. If a style of magic isn’t covered here, a player can
work with the GM to define it themselves.
Laws of Magic
Invoking magic means using a spell to do one of two things - using Invoke in place of
another action to accomplish something or creating an effect not possible without
magic. When you use Invoke in place of another action, focus on what you want to
accomplish. For example, you could Finesse open a lock with a lockpick or you could
Invoke a hexomancy spell to cause the lock mechanism to fall apart. You could Smash
a knight with a warhammer or Invoke a force mastery spell to pummel them with a
rock. The end result is essentially the same. When you’re creating completely new
effects, focus on its usefulness compared to a normal action roll.
Spells are ranked from tier 0 (also called cantrips) to tier 3. While anyone can cast tier
0 and tier 1 spells as long as they have the appropriate implement, you must have an
ability in order to cast tier 2 and tier 3 spells.
If the scope of a spell goes over tier 3, it is not possible to cast as a spell. It requires a
ritual (pg. X). PC spellcasters are powerful,but not all-mighty. Their spellcasting has
certain limits which become clear in the examples later in this chapter. The GM helps
define the scale of magic, but it’s important to keep spellcasting balanced with other
calling abilities.
The tier of the spell is determined by the GM. The player states what they are trying to
accomplish, especially the intended result. The intended result is used by the GM to
judge the tier according to this chart:
Spells
Tier 0 Results that anyone could easily accomplish. A nifty, stylistic, mildly
(Cantrip) useful or otherwise minor effect.
No roll.
❖ Snap your fingers and light a candle.
❖ Whisper Vahoona’s name and the cathedral shutters blow open violently.
❖ Call the wind to make your cape blow behind you.
❖ Send a shiver down someone’s spine, forcing them to turn around and notice
you standing behind them.
Tier 1 Results that a trained person with the right equipment could quickly
No accomplish. These spells allow you to roll Invoke in place of another
Stress action.
No
Penalty
❖ Ensorcel the horse’s mind, inflaming it with anger to buck off the rider.
(mimics Trick or Command)
❖ Beseech Shabaz and send a bolt of lightning arcing towards the rider in plate
mail. (mimics Finesse or Smash)
❖ Focus intently and hear the pounding heartbeat and blood rushing through
the veins of the hidden rogue. (mimics Scan)
❖ Summon two tiny demons, one of which grabs the other’s tail and uses it to
trip the farmer chasing you down. (mimics Finesse or Tinker)
Tier 3 Results that even a team of trained professionals would take quite some
Take time to accomplish. This can be unbelievable magical results, more
Stress powerful than a normal action.
-2d
❖ Hit the town wall with a huge amount of force, blowing a hole in it.
❖ Leave your mortal coil as you enter the spirit realm and head off to possess a
caravan guard.
❖ Demand that Crevis infest the minds of the goblins in the village, causing
them to see images of their own demise so that they flee.
❖ Enchant the guards’ minds, causing them to forget that they even saw you kill
their friend.
Expanding the scope, area, or duration of a spell adjusts its tier upwards. By default,
spells are instantaneous or short-lived effects and affect a single target or a limited
area. You might adjust the tier upwards if:
❖ You expand the scope from a single target to a few targets, or a few targets
to many targets.
❖ You expand the area from a small area to a medium area, or a medium area
to a large area.
❖ You expand the duration from a short time to a medium time, or a medium
time to a long time.
Invoke can be used to make resistance rolls as well, though you must
describe the spell you are casting to resist it. The GM sets the tier and
you take stress and a penalty to the roll as normal based on the tier.
Generally speaking, though, resisting can almost always be done with a
tier 1 spell.
Causing a Scene
Xog, a demon shaman with bloodreading magic, has stowed away in a cart
heading into town. His target is a charm necklace that a merchant is hawking
in the town square - a charm he knows he needs to finish his ritual. As the
cart pulls close to the merchant’s stand, Xog says, “Okay, I need to get that
charm and get out of here, so I want to cause some distractions. Maybe I can
make the merchant suddenly throw up violently, drawing attention.”
The GM says, “Yeah, that sounds like a tier 1 spell to me, kind of like a Trick.
You could push it and make the 3 or 4 people standing around the stand all
throw up. That’d be tier 2.”
Xog thinks, “I think I want to go big here - let’s make everyone in this square
suddenly start wretching. Then I’ll snatch the charm and make my escape.”
The GM, “Awesome, that’s a tier 3 spell, so you take -2d on your action roll
here. This is going to be dangerous / normal. If you fail, your spell’s probably
going to backfire on you in this busy town square.” Xog grabs some dice.
All of these factors for spells are very subjective - how long is a medium amount of
time? How big of an area is a large area? A “large area” for a fireball will be different
than a “large area” for a storm. This is all up to the GM. You decide how powerful
magic is in your game. Over the next few pages, there are several examples that can
help form a basis for magic in your setting, but it’s really up to you to set the
limitations of magic. Think about and set some limits - what can magic not do? Using
these guidelines, you create a framework for how magic functions.
Potions
Potions are bottled magical concoctions with potent effects, usually in liquid form,
but it’s not unheard of to find these essences distilled into a dust or another form.
They are single-use items and have the effects of equivalent-tier spells. Cantrip level
potions are also possible, though incredibly minor effects and not detailed below.
Potions
Rituals
Rituals push magic to its limits, allowing you to bring forth truly horrifying magical
effects. Rituals allow you to apply magic in ways that have greater impact on the
overall story. To cast a ritual, you must have an appropriate calling ability giving you
access to rituals. This requirement can be bypassed if you have learned the details of
how to prepare a specific ritual from some source.
Rituals are rated from tier 1 to tier 3 and judged by the GM based on their narrative
weight - how much impact they have on the story:
Rituals
Tier 1 Results that change the story in ways useful for the PCs, but with minor
impact on NPCs. NPCs may struggle with the fallout, but it’s generally a
minor obstacle or setback.
❖ Raise a group of skeletons to permanently serve you as a minion.
❖ Build a teleportation circle focused on two specific locations.
❖ Spoil all of the milk in a town, making the townspeople paranoid.
❖ Learn the location of the mayor’s daughter.
Tier 2 Results that give the PCs a strong advantage or force NPCs into
disadvantageous situations. NPCs will likely confront the fallout, being a
major obstacle or setback though not usually an existential threat.
❖ Plant the seeds of fear in the baron’s mind, causing him to betray the duke.
❖ Link the fate of two individuals together - if one dies, they both die.
❖ Conjure a large wall of ice, blocking the mountain path.
❖ Bathe the forest in a lingering fog, keeping townsfolk from entering.
Tier 3 Results that alter the entire dynamic of the story. NPCs are left with no
option other than to immediately deal with the fallout.
❖ Call forth a mighty storm, earthquake, or other natural disaster.
❖ Summon a nightmarish creature that is beyond your control to wreak havoc on
a local region.
❖ Cause a blight, destroying and cursing farmland for miles around.
❖ Raise a kobold shaman to demi-godhood.
Rituals are prepared as downtime activities during the lurking phase (pg. X). You
have to fulfill a number of special requirements equal to the tier of the ritual. The
special requirements are determined by the GM and should be something quite
challenging to accomplish, usually requiring a raid.
Special Requirements for Rituals:
❖ Intimate materials: You need an item that the target of the ritual greatly values
or cares about deeply. Why is it important to them?
❖ Secret Knowledge: You require secret, arcane information from a specific
source. What will you have to give up to acquire this knowledge?
❖ Ritual cleansing: Your body must be thoroughly cleansed with ointment, blood,
or other special materials. Where does this bathing occur?
❖ Blood magic: You must feed the ritual with your own blood, leaving you with a
wound. What does the scar look like?
❖ Rare ingredients: You must collect these rare ingredients before you can cast the
spell - often from high, inaccessible mountain peaks or at the bottom of deep,
dark lakes. What stands between you and the ingredient?
❖ Sacrifice: You must sacrifice some type of animal or even a specific person. Why
is this person the one?
❖ Special Focus: You require a special item or creature that the ritual’s power will
be tuned into permanently. This is often a requirement for permanent magic
effects and magic items. If the item or creature is destroyed, the magic effect is
also destroyed. How is the magic portrayed through this focus?
❖ Timing: You can only perform the ritual at a specific time, such as a certain lunar
phase or when the stars align. When your ritual starts, the GM will start an
additional 4, 6, or 8 segment clock and tick it each lurking phase to represent the
time approaching. What is significant about the timing?
❖ Fasting: You are not allowed to eat while preparing this ritual. You take shock to
one of your attributes after each downtime that you rolled to prepare this ritual.
Why must you go through such suffering?
❖ Place of power: You must perform the ritual at a specific place of power such as a
long forgotten battlefield or deep within a volcano. How does the place magnify
your arcane might?
❖ Trial: You must undergo some trial or perform a specific action to prove yourself
worthy before the ritual can be completed, such as swimming across a dangerous
river, burning down a temple, or finding and killing a wyvern without weapons.
What makes the task more dangerous than is immediately apparent?
Magic Items
Monsters are bound to find magic items hanging off the bodies of dead adventurers
or hidden away in a wizard’s chest. Magic items are rated from tier 1 to tier 3 and
judged similarly to rituals based on their narrative weight. Basically, magic items are
judged by how useful they are and how much impact they have on the story. Magic
items are created by performing a ritual with a tier equal to the magic item’s tier.
Magic Items
Tier 1 Items that are fun, interesting, crazy, but with limited power and
usefulness.
❖ Filcher’s Monocle: When worn, any gold or silver within eyesight surrounds
itself with a faint aura that you can see even if the valuables are hidden.
❖ Skeleton Key: This lock can open any non-magical lock without needing to roll.
If it is used to open a magical lock, it can roll its tier against it.
Tier 2 Items that provide strong bonuses for the wielder or force NPCs into
undesirable situations.
❖ Cheater’s Coin: When flipped, it will give whatever result the user wants.
(Demands one gold before it can be used again, placed on the coin which
devours it)
❖ Orb of Darkness: Cloaks an area around the orb in darkness, even in broad
daylight. When covered with a cloth, the darkness effect is smothered.
(Substantially heavier than it looks)
Tier 3 Items that alter the entire dynamic of the story. These provide an
overwhelmingly powerful bonus to the wielder or NPCs are left with no
option other than to immediately deal with the item.
❖ Crystal Ball: You can see anything within miles of your location. (Take shock if
the scrying eye is noticed)
❖ Wand of Fireballs: Can create an immense fireball at the target location. (Costs
stress to use)
Generally speaking, magic items give the abilities that you didn’t previously have.
They can be considered as a circumstance towards effect when they apply, but items
tend to allow you to do something new rather than more effectively. As an example,
Filcher’s Boots don’t allow you to sneak around more quietly - they make gold and
silver give off a faint glowing aura that you can more easily see, making it easier to
steal.
Magic items are often volatile, coming with some drawback that balances out their
power. They might require you to spend stress to use it, only be possible to use under
certain circumstances, whisper paranoid thoughts to you when you’re under
pressure, or anything else that seems fitting.
Within your dungeon, there may be many “magic” things that are covered by
different mechanics - magical constructs that serve you as minions, magical locks to
keep adventurers at bay, and so on. Magic items generally cover items that can be
equipped or carried by characters.
When you make an action roll with a magic item, you roll the item’s tier or the
wielder’s relevant ability, whichever is higher.
Science
Some monsters prefer to put their brains to work, coming up with clever solutions
within the laws of reality. Whereas magic has a wider upper end, the study of science
tends to be more broadly applicable than magic paths.
Alchemicals
Powders, polstices, poisons, oils, and bombs - alchemicals are single-use items thrown
together in mad science laboratories with reagents like saltpeter, magnesium, and
brimstone. Herbal, plant, or fungus based concoctions are also considered alchemical
in nature. Alchemicals are rated from tier 1 to tier 3, based on how effective and
dangerous they are.
Alchemicals
Tier 1 Alchemicals with simple, clear, or useful effects that are generally easy
to make.
❖ Sunrod: A small, flexible stick that burns brightly when you crack it and smells
strongly of sulfur.
❖ Stink bomb: Instantly fills an area with a horrid smell, likely to make anyone
with a weak stomach wretch.
❖ Sneezing powder: Causes incessant sneezing for a few seconds, sometimes
longer.
❖ Itching Powder: Instantly sends itching sensations all along skin exposed to it.
❖ Firedancers: Small fireworks that shoot into the sky.
❖ Insomnia Powder: A sour smelling powder that instantly snaps your eyes
awake with lingering effects that last overnight.
❖ Blister Oil: Causes instant blistering in an area of skin.
❖ Lamp Oil: Simple, flammable, effective.
Tier 2 Alchemicals with dangerous, potent, or even deadly effects that sit
firmly within the laws of nature.
❖ Snake Poison: A concoction that quickly leads to death.
❖ Tar Bomb: Showers an area with tar when it explodes.
❖ Rusting Powder: Immediately causes metal to rust and decay.
❖ Bomb: Causes an explosion, enough to level a small house or maybe blow a hole
in a town wall. Very effective, though getting to safety is the problem.
Edges
Edges are minor improvements that make items a little better. Edges do not give the
ability to do new things like contraptions (next section), but improve on already
existing functionality.
Edge Examples
❖ Camouflaged: Take +effect when sneaking in a forest.
❖ Easy to Use: Always roll at least 1d when using it.
❖ Hidden: Can be hidden more easily than a normal version.
❖ Hooked: Take +effect when tripping or disarming someone.
❖ Light: Does not take up a trapping slot.
❖ Terrifying: Take +effect when using it to scare someone.
❖ Trusty: Extremely difficult to break or remove from your possession.
❖ Pulverizing: Take +effect when destroying stone or armor.
Edges sometimes give +effect to some activity, but you must be careful to limit its
scope to something quite specific.
Contraptions
Monster science can push the limits of what’s possible: hot air balloons, rocket boots,
portable catapults - you name it. These are called contraptions and with them, only
the laws of reality are your limit.
Contraptions are things that don’t already commonly exist, with good
reason - they are always volatile in some way.
Contraptions are rated from tier 1 to tier 3 and how much a contraption pushes the
laws of science determines the tier of the item. You can’t just make anything you
want, of course. A monster isn’t going to whip up an airplane - but a dirigible might
be possible! The tech level you should aim for here is “crappy steampunk.” Monsters
are a bit more willing to risk injury for the sake of science, allowing them to push the
fantasy technology envelope into early steampunk level contraptions.
Incredibly complex creations might actually be the culmination of several different
contraptions. A mask that lets you breathe underwater and a small propeller might
function as some sort of makeshift submarine.
Contraptions
Tier 1 Simple and useful contraptions that aren’t commonly available, but well
within the possibility of being made given the technology level.
❖ Lighter: A small, oil-filled device that allows you to light a fire easily. (Bursts
into flames if struck)
❖ Gas Mask: While wearing this, you ignore the effects of alchemicals that affect
you when you breathe them in. (Extremely limited vision while wearing)
❖ Spyglass: A looking glass allowing you to see quite far in the distance.
(Incredibly fragile.)
Tier 2 Complex contraptions that are quite useful, but still realistically
imaginable to create.
❖ Glider: A large, rickety contraption that gives you a high degree of control over
your descent. (Weak and fragile frame)
❖ Parachute: A big parachute stuffed into a backpack allowing you to float to
safety. (No control over descent)
❖ Sticky Gloves: With these, you can climb and stick to any surface. (Cannot hold
other items in your hands while wearing)
Tier 3 Insane, completely off-the-wall creations that push the very limits of
what might be possible.
On the other hand, reality is the only limit to science. If you can think it up and
make it make some kind of sense in a pseudoscientific fashion, then you’re good to
go. As you’ll see later, science tends to be much easier to craft and doesn’t require
a calling ability like magic does. It’s more accessible, flexible, and easier to make,
but has limits on it that magic doesn’t.
Wicked Ones
Wicked Ones are the monsters that stand on top of the rest - you can keep your vile
nature in check long enough to make some long term plans. Sure, there are goblin
farmers and orc fishermen in the world. These weaklings huddle in their tiny villages
far from civilization, hoping humans don’t cast an eye on their lands. But that’s not
you - you crave power and riches. You spit on those fools, hiding in their straw huts.
No, you’re a wicked one, looking to carve out your own place in this world.
Character Creation
Making a character is fairly straightforward and can generally be done in 10-15
minutes. Most of the necessary information is included on the character sheet. Below
is an overview of character creation, though many of the selections are detailed later
in this section or elsewhere in the book.
Before making characters, make sure that your group has worked together to choose
a sandbox (pg. X), dungeon style (pg. X), and monster race theme (pg. X).
All monsters speak a lingua franca called the dark tongue. This is opposed to the
language shared by overworlders called the light tongue. Monsters know a
smattering of light tongue words marked on your character sheet. You can also
spend stress to recall an additional word you’ve learned, which you can mark down
on your sheet permanently.
1. Choose a Race
Choose a fantasy monster race following the race theme your group has decided on
(pg. X). The choice of race does not confer any specific mechanical advantages unless
you take the Innate Gift ability on pg. X. Typical choices for race include:
2. Choose a Calling
Your calling is a guideline on how you go about doing your monstrous work. It
provides you with a core ability, a flashback ability, and a list of other abilities to
choose from as you increase in power.
Each calling comes with its own specific character sheet. You can use this sheet for
convenience or just choose the generic blank sheet and fill in the abilities yourself.
3. Choose an Ability
Look through your calling’s list of abilities and choose one in addition to your normal
starting ability.
start with a huge battleaxe or a warlock with lockpicks. Special items are marked in
italics.
Finally, remember that spellcasting requires an implement for each path you wish to
use, so make sure to designate one of your trappings or supply as this item.
Next, detail one known enemy you have. This is a faction that you ran across, pissed
off, or just got noticed by during your time setting up the initial dungeon.
Monster Races
Dungeons make for strange bedfellows, pushing even unlikely combinations of evil
creatures together. However, the term “monster” is very broad in definition requiring
the players and GM to refine it a bit for purposes of selecting races that the PCs can be
from. Work together with your group to choose from one of these three themes:
❖ Keep It Simple: All PCs must be humanoid with two arms and two legs,
nothing bigger than a bugbear or smaller than a kobold. (Recommended for
first time play)
❖ We’re All Family: All PCs must play as members of a specific monstrous
race.
❖ Anything Goes: PCs are open to play as anything, from oozes to mushroom
people to magically awakened evil squirrels. Almost anything goes, with
the GM maintaining some level of veto power.
Race can be considered as a circumstance for position and effect for some rolls, but
it’s generally encouraged to give race as little mechanical effect as possible. However,
if you do choose a race that has some unique special ability, you can bring this into
play with the Innate Gift abilities below.
Truly powerful monsters with several unique mechanics that break typical molds are
considered primal monsters (pg. X) and aren’t recommended for new players.
Innate Gift
Some races have their own passive or activated natural abilities that, while not quite
on the level of primal monsters in power, still allow them to do something unique
that other monsters can’t. When playing a monster with Innate Gift, you must take
the Innate Gift ability in place of the first ability you select at character creation. You
still get your calling starting ability, though. Work together with those at the table to
determine the scope of the gift.
Innate Gift: You have natural abilities that are unique to your race. This
could be a constant ability like breathing underwater or darkvision, or
activated ones like a siren’s song or regeneration.
You can have up to two major abilities or swap out one of the major
abilities for two minor ones. Major abilities allow you to do something
extraordinary that most monsters couldn’t possibly do while minor
abilities don’t have a large effect on the game.
You must spend stress when using activated major abilities. Constant
abilities and activated minor abilities don’t require you to spend stress.
Some abilities are simply too powerful to allow for normal PCs to have. These
monsters are better modelled as primal monsters, powerful monsters that have their
own unique mechanics and abilities such as goldmongers (dragons), facestealers
(doppelgangers), and bloodsuckers (vampires). You can read more about primal
monsters on pg. X.
Many monsters may have multiple abilities in the setting you’re pulling them from,
but try to hone in on one or two of them that best capture what that monster is about.
As a final note, monsters with flight should be warned that just being in the
air makes consequences drastically more deadly. Flight can be highly
disruptive to campaigns as well, bypassing several challenges that would
otherwise by interesting to cope with. Carefully consider adding it and
similarly disruptive abilities (like natural invisibility) to your games.
Bugbears are huge, bullish creatures, prone to rage and not exactly
known for their intellect. They tend to see themselves as natural
leaders thinking they should be in charge and like to follow others
into a dangerous fight. A bugbear might say:
❖ “Listen, there’s no way I’m dyin’ first.”
❖ “My mind’s made up. In we go.”
❖ “Who the hell are you to give me orders?”
Demons are minor hellspawn that have found their way into the
world. They tend to enjoy chaos, especially lies which they think
mortals react to in ridiculous ways. Being immortal, death is only a
return to their home and they generally don’t fear it. A demon
might say:
❖ “I just don’t get you mortals.”
❖ “It’s only death. What are you afraid of?”
❖ “Why tell the truth when it’s more fun to lie?”
Rage: You can spend stress to pull off an awesome feat of strength, like
lifting an enormous boulder or facing off against a much larger foe on
equal footing.
You can flashback to quiet moments before or after a battle, time spent
around a campfire, or interrogating prisoners.
Brute Abilities
Assault: You can spend stress to add an additional melee effect after you roll a
success on an attack (choose one): destroy their armor - ring their bell - send them
flying.
Living Weapon: Your own body is a weapon and has edges (choose two): concealed -
extended reach - grappling - ranged - powerful - terrifying.
Menace: You take +1d when intimidating or threatening someone. You also gain a
defense against fear and intimidation.
Packmule: Gain two extra trapping slots and a defense that stems from them. You
also gain an additional supply slot.
Rawhide: You take +1d when resisting wounds and ignore all light wounds.
Revenge: When you suffer injury or humiliation from someone, you take +1d on your
immediate counterattack. Clear 1 stress if you roll a success.
Taskmaster: Once each downtime, you can force a minion to perform an extra
downtime action and they take +1d on this roll. You can instead use this downtime
action to recruit minions, usually only possible while roaming.
Strings: You can spend stress to allow an ally to retry any roll. If they
roll a success, you gain a dark heart. They remember your voice in their
head - what did you say?
You can flashback to any situation without limitations, because you’re
always thinking several steps in advance.
Conniver Abilities
Manipulation: You can spend stress to become aware of a creature’s strongest
emotion. You take +1d when you act on that knowledge.
Masterful Liar: You take +1d when lying and your lies never have zero effect. You
also gain a defense against your lies being discovered.
Missed a Spot: Each lurking phase, you get three ticks to distribute amongst your
allies’ project clocks. You can only give one tick per clock, though.
Opportunist: You take +1d on any roll after an ally doesn’t resist a consequence or
rolls a failure on the resistance roll.
Tongues: You can speak the light tongue of the humans, elves, and dwarves, although
you speak it with a monstrous accent.
Weaving the Web: You maintain a web of contacts and spies in the overworld. You
always get a result 1 step better when gathering information and never have to pay
stress to flashback to interactions with these spies.
Wordplay: When you roll a success when resisting an enemy’s lies, demands, or
machinations, you may also (choose one): deflect blame - plant a false idea - learn a
truth.
Crafter Abilities
Brew It Up: You gain an extra downtime activity that can only be used to craft
alchemicals. Choose three tier 1 alchemicals or a single tier 2 alchemical that you
always have in your supply and gain a supply slot.
Craftmaster: You take +effect when crafting contraptions and edges and gain an
extra downtime activity which can only be used for this purpose.
Monster Science: Rolling a success when going hard with a contraption or alchemical
clears 1 stress.
Powerful Elixirs: You can spend stress to empower an alchemical when you use it
(choose one): larger area - lasts longer - more potent - secondary effect.
Pride: You gain a dark heart when you or an ally rolls a critical using something you
crafted.
Prototypes: Choose a single contraption to craft. You can use it as normal while
crafting it and any dangerous rolls made with it count as rolls towards crafting it,
too. When it finishes, you can choose a new contraption to begin.
Scrutiny: You take +1d when scanning for flaws and +1d when you first act on that
knowledge.
Hunter Abilities
Careful Footsteps: You take +position when scouting. You also gain a downtime
action which can be used for this purpose, which normally can only be done while
roaming.
Feral Senses: Your senses extend twice as far as normal. You take +1d when tracking
and gain a defense against surprise.
Grit: When you roll a failure on a resistance roll, you can immediately roll an extra 1d
that counts towards the roll. Clear 1 stress if it’s a success.
Hunting Pet: You have a hunting pet, a veteran minion that begins with tricks
(choose two): confuse a target - fetch - locate prey - stay hidden - take down prey. It
takes +1d when performing these tricks and you can teach it additional ones as a tier
2 project while lurking.
Scavenger: When you roll a success while scouting or traversing the environment,
you can (choose one): find a piece of equipment - tick an edge crafting clock - harvest a
tier 1 alchemical. If the roll is a critical, choose two.
Thrill of the Hunt: Take +1d on any roll to bring down prey that is fleeing from you.
Gain a dark heart when you strike the final blow.
Trick Shots: You can spend stress to pull off an awesome shot with a ranged weapon,
like ricocheting a projectile off a wall or hitting multiple targets.
Battlemaster: You can spend stress to pull off an amazing feat of
excellence in battle such as engaging a larger number of foes on equal
footing or moving to any location on the field of battle.
You can flashback to giving minions orders, even having them perform
those orders within the flashback.
Marauder Abilities
Battle Plans: You take +1d on your first roll after engagement. You also gain a
defense against mission plans going off track.
Bodyguard: You take +1d on resistance rolls made when you protect an ally. You also
gain a defense against their mistakes in battle.
Control: When you roll a success when resisting an attack from an enemy within
reach, you may also (choose one): disarm them - redirect the attack - reposition them.
Daredevil: You can take +1d on any dangerous roll, but you take -1d on any roll to
resist the consequences. You also gain a defense against fear and intimidation.
Joy of Battle: You clear 1 stress when you roll a critical in battle. You also gain a
defense against shock.
Raiders: You command a raiding party, a veteran minion with edges (choose 2):
armored - deadly - expendable - tenacious.
Tactician: You can spend stress or your own dark hearts to give a minion +1d on a
roll. You also gain a defense against minion failure.
Agility: You can spend stress to pull off an amazing feat of stealth or
agility, such as disappearing while in front of a crowd or tumbling
safely out of a tower.
Shadow Abilities
Dark Mind: When you tempt an ally’s nature and it leads to a dark heart, you gain one
as well. You can also spend your own dark hearts to add to an ally’s roll.
Improvise: You can spend stress to roll your best action in place of a different one,
though you must explain how you adapted your skill to this use.
Poisoner: You always have a supply of the following tier 1 alchemical poisons:
blinding - disorienting - slowing - nauseating. You also gain a supply slot.
Slippery: When you roll a success when resisting an enemy attack, you may also
(choose one): pick their pocket - reposition behind them - disappear from their sight.
Sneak Attack: You take +1d when you attack from hiding or catch someone off
guard.
Sticky Fingers: You take +2d to your own loot rolls. You also gain a defense against
your thievery being detected.
Unseen Hand: When you help out an ally, you only take consequences if they roll a
failure. If they roll a success, you clear 1 stress.
Witchcraft: You can spend stress to Invoke tier 2 and tier 3 spells of a
single witchcraft path (choose one): bloodreading - divination - druidism
- spiritcalling - stormcalling.
Shaman Abilities
Ancestral Weapon: Your weapon has the trusty edge. After you affect someone with
a spell, you take +1d on the next roll against them using this weapon.
Beastform: You can spend stress to assume the form of a single beast for a scene. You
choose what type of beast when you take this ability, no larger than a bear and no
smaller than a cat. Choose two of your actions that swap ratings while in this form.
Spirit Companion: You have an incorporeal spirit companion, a veteran minion that
you force to serve you. It has a single edge of your choice and one of the following
abilities (choose one): manifest physically - possess the weak minded - extremely
knowledgeable.
Spirit Whispers: You gain a defense against lies, misdirection, and stealth. When you
use this defense, it also tells you a secret about the one who triggered it.
Terror: You can spend stress to know anyone’s worst fear and take +1d when you act
on this knowledge.
Wild Brews: You can also make potions of any tier from all witchcraft paths and gain
an extra downtime activity that can only be used for this purpose.
Wrath: When you roll a failure on a resist, you take +1d if you immediately cast a
spell. This spell doesn’t cost stress, regardless of the tier.
Sorcery: You can spend stress to Invoke tier 2 and tier 3 spells of a single
sorcery path (choose one): enchantment - evocation - force mastery -
hexomancy - illusion - necromancy - pyromancy.
Warlock Abilities
Artificer: You gain +effect when enchanting magic items and gain a downtime
activity which can only be used for this purpose.
Blood Magic: You can give yourself a light wound to take +1d on a spell and cast it
without spending stress.
Counterspell: When you roll a success when resisting enemy magic, you may also
(choose one): reflect the spell at them - absorb the spell and clear 1 stress - learn a
secret about the caster’s power.
Familiar: You have a familiar, a veteran minion that accompanies and obeys you. You
can see through its eyes, it understands speech and can speak, though nobody else
can understand what it says besides you. You can cast spells through your familiar.
Sorcery Mastery: You can choose a second sorcery path that you can cast tier 2 and
tier 3 spells from. You only need a single arcane implement to use both of your paths.
Thirst for Power: You can take +1d when casting tier 2 or tier 3 spells, but you cannot
resist the consequences of the roll.
Wicked Form: You can spend stress to assume one of the following forms for a short
time: annoying swarm of pests - confusing fog - sneaky shadow. While you cannot cast
spells in this form, you can roll Invoke in place of actions the swarm would be good at.
Channeling: You can spend stress to Invoke tier 2 and tier 3 channeling
spells that fall within your chosen deity’s domains (pg. X).
You can flashback to time spent at temples and altars, worshiping your
deity, reading dark omens, or situations connected with your god’s
domains.
Zealot Abilities
Acolytes: You have loyal servants, a veteran minion with edges (choose 2): adept -
cultist - expendable - herbalist. They also have the overzealous nature.
Defile: When you see the antithesis of your god’s domains and seek to ruin it, you
take +1d. You also gain a new nature: defiler.
Fervent Aura: You can designate any minion close to you to take a wound instead of
you. If this wound knocks out or kills the minion, they can roll one final action
fighting to the death for you.
Inquisitor: You take +1d when torturing, interrogating, or converting someone and
gain an extra downtime activity which can only be used for this purpose.
Rebuke: You take +1d when you act immediately after rolling a success on a
resistance roll.
Smite: You can spend stress to add an additional effect after you roll a success on an
attack (choose one): strike fear in their heart - sow doubt in their faith - manifest one
of your god’s domains (tier 1 spell).
Unholy Rituals: You take +effect when preparing rituals and gain an extra downtime
activity which can only be used for this purpose.
Dungeons
Your dungeon is at the heart of your group - it’s your refuge, a place to plan your
dastardly deeds, a strong defense against invaders, and a secure location to store
your hoard. The dungeon is another character in the story, maybe even the main one
- PCs come and go, but the dungeon remains.
Overview
Before you get started reading through the rules for the dungeon, it’s a good idea to
check out all of the terms used to cover dungeon mechanics and get a rough idea of
how they all interact. They’ll be explained more in depth in the following pages.
Your group first chooses a dungeon theme together, which gives you that theme’s
core feature. It also provides you with a list of major rooms that you can build within
your dungeon to gain strong bonuses. Each dungeon shares a list of minor rooms
that they can build, providing general bonuses. You can also build tunnels to connect
and shape your dungeon. All of these are built as downtime activities during the
lurking phase.
You work together to choose a master plan, but don’t need to detail exactly where it
will end up. You just need to figure out what the next step in the plan is and you gain
xp when you work towards it. Over time, your master plan will emerge from these
steps and give your group a goal to strive towards.
To grow in power, you increase your hoard by raiding the overworld. Your dungeon
tier is based on the size of your hoard, ranging from tier 0 to tier 4. The hoard grows
when you launch a successful raid to grow the hoard against a target higher tier than
your dungeon and haul back the loot to fill your hoard with. As your hoard grows, it
attracts imps, creatures, and minions and pays for their servitude.
Imps are tiny, weak beings attracted to your dungeon looking for protection in return
for basic services. Creatures are more powerful, independent or unintelligent
denizens of your dungeon that fill lairs that open up as your dungeon expands or are
built with downtime activities. Minions are slightly more intelligent and serve you
directly. Each player controls at least one group of minions that they can roleplay as.
Minions are kind of a secondary player character.
Adventurers will occasionally wander into your dungeon looking to rid the world of
your evil or just get their greedy hands on your hoard. They might show up as the
result of a bad blowback or calamity roll, when a faction clock dealing with your
dungeon fills, or when the GM just feels like adventurers should show up. So, your
dungeon will need some security. You can build traps, which have triggers and
mechanisms detailing the exact nature of the trap. Tricks allow you to manipulate
the behavior of the invaders. Locks protect sensitive areas, pushing adventurer
groups towards other paths.
The dungeon is split into two levels. The first level connects directly to the overworld
through an entrance. This level houses the majority of the dungeon, including all of
your major rooms, minor rooms, tunnels, lairs, and so on. At the “end” of this
dungeon, there is a stairway leading downward to the second level. You can move this
stairway as your dungeon expands so the stairway always remains at the end of the
dungeon.
On the second level is where your sanctum is, the place where the player characters
stay. The PCs also have private lairs here, which they can upgrade as the size of the
hoard increases.
As your dungeon grows, you come across discoveries, things you find while digging
underground. These can be helpful or harmful to your dungeon, or they can be
mostly neutral depending on how the roll goes. Discoveries give the GM some level of
control over how the dungeon develops, but also lets them introduce chaos into your
well-laid dungeon plans.
At the end of each phase, you roll blowback or calamity. Calamity happens after the
lurking phase, the time spent in the dungeon, and covers what might have gone
wrong while you were lurking. This sets up a lot of scenes happening within the
dungeon, sometimes even triggering adventurer invasions.
During dungeon defense, the PCs await the adventurers in the sanctum. On the first
level, the PCs take control of the minions and narrate all of the locks, traps, tricks,
and creatures standing in the adventurers’ way. If the adventurers manage to make it
to the sanctum, the PCs face off against them in a final climactic battle.
You start off by finding a location for the dungeon, though it might need to be
cleared out of its current inhabitants. After you have a place, you get out the
dungeon sheet, a grid used for mapping out the dungeon. The GM starts it off by
drawing the outside of the dungeon and some caves, tunnels, or other features that
already exist there. After that, the PCs draw out a few initial dungeon features and
decide on some of the dungeon’s details together. The GM then rolls for a discovery,
drawing out some new features on the map.
Most of the drawing of rooms, creatures, and so on is done by the players and each
should try to take a turn drawing. The GM controls where discoveries go, allowing
them to create interesting challenges for your dungeon to deal with.
Dungeon Creation
Dungeon creation itself serves as a kind of tutorial of sorts to introduce players to the
many different elements of running the dungeon. It also gives you a home to defend
from the very beginning. The first session is based around finding and clearing out
an area suitable for a dungeon. You then work together to decide what kind of
dungeon you’re going to build and map it out on the dungeon sheet. Time skips
forward and the PCs find themselves having just finished the beginnings of a
dungeon, ready to turn their eyes towards the overworld and its riches.
1. Choose a Theme
Choose from one of the following themes (pg. X), which sets up the atmosphere for
your dungeon, provides you with its core feature, and gives a list of major rooms that
you can build.
❖ Enclave - Arcane Power and Knowledge
Rooms: Academy, Crucible, Greenery, Library, Potion Lab, Scrying Pool, Spawning Chamber
❖ Forge - Industry and Invention
Rooms: Alchemist Lab, Break Room, Factory, Mineshaft, Test Chamber, Vehicle Bay, Workshop
❖ Hideout - Neither Seen Nor Heard
Rooms: Dojo, Gambling Den, Gear Lockers, Obstacle Course, Planning Room, Roost, Tavern
❖ Stronghold - Strength of Arms
Rooms: Barracks, Bestiary, Fighting Pit, Smithy, Armorer, Slave Pens, War Room
❖ Temple - In Service to a Higher Power
Rooms: Altar, Antechamber, Augury Circle, Dormitory, Reliquary, Penance Chamber,
Scriptorium
Once you’ve settled on what your imps are like, jump into a scene and roleplay
through them showing up at your dungeon. This scene is important as it establishes
imps as part of the story - a real, tangible thing you can interact with, even if they
don’t have mechanics tied to it specifically.
Example Imps
❖ Tiny winged demons (cowardly - cruel)
❖ Small rock elementals (stupid - surly)
❖ Enslaved fairy tribe (manic - troublesome)
❖ Clockwork helpers (helpful - stupid)
❖ Rat swarms (cowardly - manic)
➢ A creature lair (tier 1). Detail the creature and choose two
descriptors.
➢ A major room from your dungeon theme. It lacks materials.
➢ A minor room of your choice.
➢ A trap (tier 1), detailing its trigger and mechanism.
➢ A trick (tier 1), detailing its trigger and intent.
➢ A lock (tier 1), detailing its door materials and lock mechanism.
➢ Stairway leading to the sanctum.
❖ Sanctum: When finished drawing these, the next player draws the sanctum
in the sanctum box on the dungeon sheet, making sure to draw a stairway
as well. Also, draw out where the hoard sits.
❖ Private lairs: Each player adds their own private lair leading off from the
sanctum.
Dungeon Themes
Dungeon themes give you a core feature and a set of rooms that you can build. The
theme keeps players all on the same page thematically, allowing you to design
characters that fit in well with the theme or fill a unique niche, as well as choosing
steps in your master plan that go along with the theme. The choice is really about the
type of things you’ll be wanting to do in the game.
You can choose from the following dungeon themes:
❖ Enclave - Tapping Into the Arcane
❖ Forge - Harnessing the Power of Industry
❖ Hideout - Keeping Your Head Low
❖ Stronghold - Through Strength of Arms
❖ Temple - Worshipping Higher Powers
Each dungeon starts you off with its core feature and a list of major rooms that you
can build. You can also use your dungeon’s flexibility slot to build a room from
another dungeon theme.
Enclave Rooms
Academy: All minions add Invoke as an action. Choose a path of magic that they can
cast. If they already have Invoke, they instead gain the adept edge.
Crucible: You can pay cost to push your imps into making a magic item. Roll dice
depending on the cost - light gives 1d, medium gives 2d, and heavy gives 3d. Failure:
Tier 1, volatile, Mixed: Tier 1, Success: Tier 2, Critical: Tier 3.
Greenery: You can feed adventurers, alive or dead, to these voracious plants to
produce a potion of your choice equal to the adventurer’s tier or a limited supply of
organic goods. The room also functions as a trap equal to your dungeon tier.
Library: You take +1d to gather information when you use the library to look up
information and always have a source of arcane knowledge. You can always
flashback to gathering information here.
Potion Lab: Choose a single magic path. You always have a supply of any tier 1 potion
and a single tier 2 potion of that path. The tier 2 potion is the same for everyone and
chosen when the room is built.
Scrying Pool: You can pay light cost to see any location in your region. You take +1d
on your next roll when you apply what you saw.
Spawning Chamber: Once per cycle, the chamber produces a replacement minion for
one that was crushed. They are immediately available, even during an invasion.
In a forge, your sanctum is the source of power for your dungeon. Maybe
it’s built over a volcano, contains a giant steamworks, or harnesses the
power of an underground river.
Power Source: Your dungeon has a power track. Each recovery, you gain
power equal to 1 + dungeon tier. Any player can spend these to take +1d
on a downtime activity or dungeon defense roll.
Forge Rooms
Alchemist Lab: You always have a supply of any tier 1 alchemical. You can also pay 1
gold to acquire a single tier 2 alchemical.
Break Room: You take +1d on calamity rolls and can pay light cost to automatically
recruit the following minion types: alchemists - workers.
Factory: Your imps make some contraption every lurking phase. Roll your dungeon
tier to determine its quality. Failure: Fun, but practically useless item, Mixed: Tier 1,
Success: Tier 2, Critical: Tier 3.
Mineshaft: You have a mine entrance with a large mineshaft extending away from it.
You take +2d on discovery rolls and can make an immediate discovery roll.
Test Chamber: You can make a minion take a contraption into the chamber and test
it out. Roll your dungeon tier to determine what happens. Failure: The minion gets
crushed, Mixed: Remove its volatility, Success: Add an edge, Critical: Add two edges.
Vehicle Bay: You have a vehicle that your imps upkeep (choose one): gas sub - hot air
balloon - horseless cart. It has edges (choose two): armored - dependable - camouflaged
- fast - nimble. It also has a flaw (choose one): clumsy - distinct - noisy - rickety - slow.
The vehicle is fully repaired or rebuilt each recovery.
Workshop: All minions add Tinker as an action. If they already have Tinker, they
instead gain the crafty edge.
Hideout Rooms
Dojo: When you perform a group action, you may count multiple 6s from different
rolls as a critical success. This room’s material is a master to train you, which also
functions as a creature equal to your dungeon tier.
Gambling Den: Each PC skims 1 gold on the side every lurking phase. You can pay
light cost to automatically recruit the following minion types: grunts - thieves -
tricksters.
Gear Locker: Every PC always has a supply of the following: smoke bombs (T1) -
sunrods (T1) - tar bombs (T2) - thunderstones (T2) - climbing gear - throwing weapons
- traps. You also gain 1 extra supply slot.
Obstacle Course: Each PC can immediately place one extra dot in a Muscles action of
their choice. In addition, the whole room acts as a trap equal to the dungeon tier.
Planning Room: Take +1d on engagement rolls for the following raid plans: pull a
trick, talk it out, sneak in & out.
Roost: Before a raid, you can roll your dungeon tier to gather information about a
target. Your ravens, bats, or other small, winged creatures are always on the lookout
for you. You can also use these to communicate with distant factions.
Tavern: You take +1d when you roll revelry. Your tavern is also frequented by
merchants, with cheap and light cost items for sale.
Stronghold Rooms
Barracks: You can pay light cost to automatically recruit the following minion types:
grunts - raiders - scouts. These fresh recruits also function as a creature equal to your
dungeon tier.
Bestiary: You always have fresh mounts, which come with an edge (choose one):
aquatic - armored - fast - flying - intelligent - magical - terrifying. Your mount can
help out on a roll, but you risk losing it.
Fighting Pit: You can choose two combatants (minions, creatures, or captives) to
fight to the death, rolling their tier or an action in opposed fortune rolls. Which side
do your minions cheer for? If that side wins, take +1d to calamity and minions regain
all morale. If it loses, the PCs each gain a dark heart. On a tie, everyone wins!
Smithy: Each of your minions gains the deadly edge as you equip them with
horrendous weapons. If they already had it, they take +effect when attacking.
Armorer: Each of your minions gains the armored edge as you equip them with
armor. If they already had it, they gain it again, becoming heavily armored.
Slave Pens: Each player can tick a clock one time per downtime. However, you cannot
tick a clock another player has ticked with this.
War Room: Take +1d on engagement rolls for the following raid plans: set a trap,
slaughter, smash & grab.
In a temple, your god is aware of your presence and will interact directly
to further their goals. Choose a god or make up one of your own.
Unholy Intervention: Once per cycle, they can cast a tier 3 spell as an
action roll, rolling the dungeon tier in place of Invoke with no penalty
from spell tier on the roll. A PC decides when this happens.
Temple Rooms
Altar: You can pay light cost to fulfill the first requirement of any ritual you perform.
When a ritual is completed, any PC that ticked its clock gains dark hearts equal to the
tier of the ritual.
Antechamber: This room is placed on the same level as your sanctum and functions
as its entrance. When invaders pass through it, you take +1d on the next engagement
roll and each PC gains a dark heart.
Augury Circle: You take +1d on any rolls made during flashbacks.
Dormitory: Your halls are always full of cultists. You can pay light cost to
automatically recruit the following minion types: cutthroats - priests - workers. These
cultists also function as a creature equal to your dungeon tier.
Master Plan
Every dungeon has a reason for existing - this is your master plan. You work together
to choose a plan that aligns well with your theme, the characters you’re playing, and
the sandbox (pg. X) you’ve set up. In this way, you can determine together what you
want the game to be about and be rewarded for playing towards those goals.
A master plan has several steps and you only need to know what the next step is.
Having a vague idea of what your final master plan might be is a good idea, but not
necessary. The monster characters might know, but the players haven’t figured it out
yet - and that’s fine. As the game continues, the next step and the final master plan
will emerge. Even after you decide on a master plan, it’s likely to change over time as
more details about the world become clear through play.
The important thing is always having a step in the plan to work towards. When you
choose a step, it should be a goal that will likely take 3 to 5 sessions to realize. As that
step is accomplished or whenever the next step becomes clear, you can fill that in on
the sheet as well. It should be something fairly concrete, but a little complex.
On the dungeon sheet, there is space for the master plans and steps along the way.
The first step is already filled in for you - gather a hoard. As you establish your
dungeon, the most important thing is growing your hoard to reach tier 1 so you can
gather some minions to do your bidding. Once you hit tier 1, the group works
together to decide what the next step is.
Deciding the steps is sure to lead to disagreement. Take some time to talk out some
different ideas and figure out what direction everyone wants the game to go in. If it
seems you’re getting locked in indecision or nobody wants to decide, that is a perfect
time for a power struggle.
Once you finish a step, it’s time to decide another one. You can fill in the next steps or
the final master plan any time and change them as you like if they don’t fit. You can
even change your current step if it’s not working out for you.
Denizens
Dungeons are full of horrible monstrous life. Some are mere inhabitants that are too
mindless or stubborn to obey your orders while others will serve you directly and
prove their worth many times over. What’s important to remember, though, is that
each of these denizens exist to keep greedy adventurers away from your hoard -
they’re tools for you to use.
The following types of denizens will inhabit your dungeon:
❖ Imps are minor denizens that serve your dungeon for protection. They
allow the players to handwave a lot of the drudgery of tasks in the dungeon.
❖ Creatures are denizens that take up residence in your dungeon and will
defend it against invasion, but are not under PC control. However, the PCs
narrate their fights with invaders. They tend to be beasts or mindless
monsters.
❖ Minions are denizens that serve the PCs directly. Players control them as a
secondary character and can bring them along on raids or order them to
perform downtime activities.
Imps and creatures come with descriptors, a few evocative words that help inform
how they behave. They provide no mechanical benefit, but work to inform their
presence in the dungeon.
Lose morale is a consequence the GM can hand out when a minion or
creature’s morale is challenged by wounds, high pressure situations, or
losing loyalty towards their masters.
When a denizen loses their second morale, they become broken. This means they’re
useless until the next recovery - they’ve taken a beating, stopped following orders,
ran away and hid, or are taken out of the action in some other way.
If a denizen loses more morale than they have boxes, they instead get crushed. They
get chopped to pieces, run away never to be seen again, or even betray you. You lose
the minion or creature and you’ll need to recruit or attract another one.
Other consequences can stem from creature and minion rolls as well and can be
mixed and matched with morale damage as usual. Minions and creatures cannot
resist consequences, though PCs can resist for them or a minion can use the defense
provided by their type (pg. X).
Morale clears fully on recovery and any broken denizens return to your
service. You can also pay minions a gold at any point to regain 1 morale.
You can even pay broken minions, but not those who have been crushed.
Imps don’t have morale - in fact, imps are too numerous and unimportant to track
any damage towards them. You can just narrate what happens to them without
needing to worry about replacing them.
Imps make great fodder for brutal moments of slaughter by adventurers. You
can use them to establish just how badass an adventurer is without any
mechanics involved. Telling the players how the huge barbarian kicks open a
door, splattering an imp against the wall is sure to get their attention.
Imps
Imps are small, pitiful creatures that flock to your dungeon as soon as it’s
established. They work hard, taking care of the drudgery in your dungeon in
exchange for protection. They are mostly in the background of scenes cleaning,
digging, and hauling stuff - they don’t need to be drawn on the map and are not
under player control.
Exactly what your imps are is up to you. You choose a type of imp to match the theme
and overall atmosphere of your dungeon or the location it’s in. If you’re making a
forge in a volcano, perhaps your imps are tiny magma imps. An enclave might have
more demonic imps and maybe a temple’s imps are themed after the god they serve.
After you detail your imps on the dungeon sheet, select two descriptors from the
following list or make up your own:
While you can determine their appearance and personality, remember that imps only
speak in grunts and gestures though they can understand you. They’re of very low
intelligence and completely loyal to the dungeon, but absolutely refuse to fight or
venture outside of it. PCs can give them orders to do things, but the impact an imp
will have in any situation should be incredibly low. If you ever need to determine an
imp’s effectiveness, they roll 0d.
Creatures
Creatures are unintelligent, mindless, or independent monsters or beasts that have
chosen to lair in your dungeon. They’re not under your direct control, though they
will fight invaders in defense of their lairs. They can also be tricked or goaded into
doing something if you really need to. Creatures are neutral towards other dungeon
denizens for the most part, though a bad calamity roll might bring them into conflict
with each other.
Creatures are rated from tier 1 to tier 4 and can represent a single monster or a group
of monsters. representing how deadly they are. Any time an invader gets close to
their lair, even standing outside of it, the creature engages them and makes an action
roll using their tier.
During these scenes, players take control of the narration for the creature, telling
how they succeed or fail. The GM then narrates what the invaders do in response to
the roll.
Attracting Creatures
To attract a creature, you need an uninhabited creature lair. You gain creature lairs
as your dungeon tier increases, but you can also build them as minor rooms (pg. X) or
sometimes gain them as a discovery. Remember to keep dungeon hierarchy (pg. X) in
mind when placing creature lairs.
When a new creature lair (pg. X) is built in your dungeon, it sets the max tier of
creature that will lair there at your current dungeon tier. Be sure to note this on the
dungeon sheet. Higher tier creatures will not lair there.
Attracted creatures can be just about any fantasy beast or monster you’d like, though
mindless or unintelligent creatures tend to work best. You should match the power
level of the creature you choose to the tier you’re attracting. A creature doesn’t have
to be a single entity - a swarm of bats or a bunch of oozes act as a single creature
mechanically.
After you’ve chosen the type of creature, give it two descriptors from the following
list or make up your own:
Creature Examples
❖ Tier 1: swarm of bats (sneaky - terrifying), giant snapping turtle
(strong - sneaky), adventurer skeleton (sneaky - undead)
❖ Tier 2: ghost (incorporeal - undead), sludge monster (ooze -
corrosive), clockwork warrior (construct - clever)
❖ Tier 3: lava snake (fire - strong), giant scorpion (poisonous - strong)
❖ Tier 4: basilisk (strong - terrifying), zombie horde (undead - swarm)
All creatures function the same way mechanically. The type of monster or beast and
its descriptors, along with a description of the creature lair, help you when narrating
the creature’s defense against invasion, but they always follow the same basic
mechanics. Even creatures who have some amazing ability like mind controlling an
adventurer or teleporting around the room function the same. These abilities add
great flavor to the scene, but provide no mechanical benefit.
Replacement Creatures
After a creature is crushed, you should usually just stick with a replacement
creature of the same type to cut down on bookkeeping and how long it takes
to decide. This makes sense, as similar creatures will choose similar lairs.
You might also gain a creature through play, like wrangling a huge cave spider while
out on a raid or summoning a hell scorpion. Place them somewhere in your dungeon
and they will act as if that area is their lair. However, remember that it’s creature
lairs that attract replacement creatures - once a creature without a lair dies, you lose
it forever.
Minions
Minions are your servants - they handle direct orders from the PCs and carry out a lot
of the work within the dungeon. Each player will have their own minions to control.
Each minion represents a small group of monsters which operates as a single unit.
Minions are intelligent - well, more intelligent than creatures anyway, and can follow
your orders.
Players step into the minions’ shoes and roleplay as them. They’re like a
secondary PC - and a very expendable one at that, so have fun with it.
Minions have two skilled actions determined by their type that they’re good at using.
You roll 1d when you use these actions and 0d when you use all others. If a minion
group is split up and operating separately, they take -effect as they’re not effective
alone. A minion’s type also gives them a defense related to the kind of activities
they’re best at.
A minion’s job description is pretty narrow - they’re paid to defend the dungeon and
help out around it. They can perform a single downtime activity during the lurking
phase. You can pay minions to go beyond their job description, though. You can pay
them 1 gold to:
❖ Perform a second (max) downtime activity.
❖ Leave the dungeon and perform a task during roaming, including
accompanying the PCs on a raid (pg. X).
❖ Recover 1 morale.
Salaries
Minion salaries are paid for out of your hoard. Minions don’t work for free, even if
they do know that their job is dying for the dungeon. The hoard provides minion
salaries which determine what kind of minions you can hire. In short, a bigger hoard
means a higher tier which gives you more powerful minions. When you reach a new
dungeon tier, it allows you to upgrade your minions or expand your recruitment.
Every player controls their own minion salaries, allowing them to each recruit their
own minions. These are tracked on your character sheet.
Minion Salaries
Tier 3 You can promote the minion to veteran or recruit a second minion.
Types
Minions are organized into several broad types, each of which have their own skilled
actions and defenses. When you recruit a minion, you detail its race and look, how
many are in the group, and any other such details, but it’s the type that you choose
for them which determines how they function mechanically.
Minion Types
❖ Alchemists (Tinker - Scan) are best when brewing up alchemicals. They
have a defense against volatile alchemicals.
❖ Cutthroats (Smash - Trick) are best when busting heads and telling lies.
They have a defense against targets escaping.
❖ Grunts (Smash - Command) are best when in the thick of battle. They have
a defense against wounds.
❖ Mages (Invoke - Scan) are best when dealing with the arcane. They have a
defense against magic. Choose the path of magic they can cast.
❖ Miners (Smash - Tinker) are best when mining out rooms and tunnels. They
have a defense against being trapped.
❖ Priests (Invoke - Command) are best when serving their dark god. They
have a defense determined by the god they worship. Choose the path of
magic they can cast and what their defense is.
❖ Raiders (Smash - Scan) are best when finding and pillaging targets. They
have a defense against surprise.
❖ Scouts (Skulk - Scan) are best when patrolling areas and scouting. They
have a defense against problems scouting an area.
❖ Thieves (Finesse - Skulk) are best when sneaking around and stealing stuff.
They have a defense against detection.
❖ Tricksters (Trick - Skulk) are best when lying and pickpocketing. They have
a defense against their deception failing.
❖ Witches (Invoke - Trick) are best when brewing or using potions. They have
a defense against magic. Choose the path of magic they can cast.
❖ Workers (Tinker - Finesse) are best when toiling in the dungeon. They have
a defense against injuring their own allies.
Natures
As monsters, each minion has its own nature. A minion’s service and fear of their
master is usually enough for them to suppress their nature while following orders,
but it always finds its way back to the surface. You can choose one from the following
list or make up one of your own:
A minion’s nature tells the GM what sort of trouble that minion gets up to. While PCs
control their minions and roleplay as them, the GM controls their nature. They can
compel the minions to act on their nature by inflicting it as a consequence or
handing it out as a consequence incurred by the PCs or minions. Minions following
their nature can be resisted like any other consequence.
Edges
More specialized and useful minions have edges, allowing them to stand out from the
much broader minion types. Edges give extra defenses, add effect to some actions
minions perform, or give them the ability to do something entirely new.
Minion Edges
❖ Adept: Can cast a single tier 2 spell from their chosen magic path, taking
-1d on the roll as normal. This refreshes during recovery.
❖ Armored: Gain a defense against wounds.
❖ Bossy: Can spend their downtime activity to give another minion a second
downtime activity without spending gold.
❖ Brewer: Make twice as many potions when crafting.
❖ Clever: Take +effect when adding edges to equipment.
❖ Crafty: Take +effect when making traps, tricks, and locks.
❖ Cultist: Take +effect when working on rituals.
❖ Deadly: Take +1d when attacking something.
❖ Envoy: Speaks the light tongue.
❖ Expendable: Can take morale damage equal to the severity of a
consequence to resist it for a PC.
❖ Productive: Take +effect when working on major or minor rooms.
❖ Sawbones: Spend several minutes to heal a single wound on a PC. This
refreshes during recovery.
❖ Tenacious: Regain 1 morale when blowback and calamity are rolled.
❖ Versatile: Gain two more skilled actions of your choice.
Your Minions Aren’t Your PCs - Let Your Roleplaying Reflect That
When roleplaying minions, it’s important to remember that they have their
own personality and motivations - they’re not an extension of your main PC.
Minions come in groups because they shouldn’t have a recognizable “face,”
but instead more of a group personality. They’re expendable and not very
important, in contrast to the PCs. Roleplaying as a small group of minions
can prove fun and give a lot of leeway in narrating consequences, like one of
the kobold raiders getting squashed but the others carrying on.
At the end of your dungeon’s first floor, there are stairs leading
downwards towards your sanctum. As your dungeon grows and you
build more rooms, you move these stairs to the new “end” of the first
floor. In this way, your dungeon can grow but the end of it always leads
to your sanctum and a climactic final battle with the PCs.
Your sanctum is a large room representing the heart of your dungeon. It houses the
lion’s share of your hoard and should reflect the style of leadership the PCs bring to
the dungeon.
You draw the sanctum in the bottom right hand corner of the dungeon sheet, making
sure to include the stairway entrance to it. Extending off from the sanctum are
private lairs for each PC which they draw themselves.
When your dungeon tier increases, you can choose a bonus to upgrade your private
lair. These represent the special benefits the PCs gain from their growing hoard.
When you gain a private lair upgrade, you should draw in the details in your lair.
Private Lair Upgrades
❖ Take +1d to revelry rolls.
❖ Take +1d to building contraptions, traps, and locks..
❖ Take +1d to crafting potions and alchemicals.
❖ Take +1d to preparing rituals.
❖ Fill in 1 danger xp permanently.
❖ Fill in 1 monster xp permanently.
❖ Make a single action’s 4th action dot slot open, allowing you to place a dot
there when you gain enough danger xp.
Building
There’s a lot going on inside of dungeons - rooms, traps, tunnels, tricks, locks, and
lairs. You and your minions build all of these during the lurking phase with
downtime activities. You start off with a subterranean cavern or some other entrance
from the overworld and branch out, adding on bit by bit as your dungeon extends
deeper and deeper into the earth.
Hidden or smaller passages are fine as auxiliary pathways, but they are certainly not
fit for regular usage. Any hidden tunnels that get regular usage are sure to have
plenty of tracks to give them away and smaller passages might fit a tiny kobold, but
they’ll prove a hindrance to any minions that have to carry something.
The time it takes to build something within the dungeon depends on its tier. Any
building done within the dungeon is ranked from tier 1 to tier 3.
When the result of your building project is tier 1, you can finish it with only a single
downtime activity but if you rolled a mixed, you must pay cost for it. Further
information on building while lurking can be found on pg. X.
Example Rooms and Tunnels
Try to make each room look unique. Draw out some small details like the contents of a
room or where torches are in a hallway. If it’s on the dungeon map in some form, it’s
more likely to get used in the story when an invasion is playing out. Natural
formations should have curved, chaotic lines that break the grid while constructed
tunnels and rooms tend to follow the grid.
On your character sheet, there is room to note out traps, tricks, and
creatures. When something is added to the dungeon, a player must write
it down on their own sheet as well - they are responsible for rolling for it
and narrating it during an invasion. There is room to draw a symbol on
the sheet as well which should be the same as the symbol you use to
represent it on the map.
When you draw out a lock, make sure to note down its tier. The GM rolls for them.
Minions do not need to be drawn out on the map as their starting locations in an
invasion vary depending on the engagement roll. Finally, imps don’t need to be
drawn out on the dungeon but still sketching a few here and there gives them a more
tangible presence and reminds you to make them a part of the story.
(a full guide on drawing the dungeon will eventually be placed here with example
dungeon drawings and some room guides. Until then, please wing it! Looking up
“dungeon symbols” online leads you to a lot of good resources.)
Materials are something specific that the room needs to run properly - a factory
might need tools, a library might need books, an infirmary might need saws. Every
major room needs some materials and the players and GM work together to
determine what it is and where you might get it. The nature of major rooms and their
stronger bonuses means that acquiring decent enough materials is difficult - they
can only be procured by going on a raid (pg. X).
Guard Post: A single minion assigned to the room will always begin an invasion here.
Minion Lair: You can assign a single minion that lairs in this room. They take
+position while defending the room.
Prison: A room with up to 4 cells in it for holding prisoners. Each cell door has a tier 1
lock.
Storage room: A room filled with crates and boxes, perfect for ambushes. Minions
can roll engagement when fighting in the room, taking +1d on the roll.
Torture Chamber: You take +effect when torturing prisoners here.
Secret tunnel: A hidden passage that will go unnoticed by adventurers unless they
have reason to look, such as recent usage of it.
Stairway: Creates separate levels beyond just the main dungeon level and the
sanctum. The sanctum is always the lowest level.
Tunnel: A medium length tunnel (perhaps 5 - 10 squares).
Creature Lairs
You can build additional creatures lairs that can attract a creature during the next
recovery. When you build it, you choose the maximum tier of creature that will lair
there. This sets the project tier determining how long it takes to build as a downtime
activity. You cannot build creature lairs for a tier 4 creature.
Traps
Traps are static, well-hidden defenses rated from tier 1 to tier 3 that are meant to
surprise and maim the unwary adventurer wandering your halls. A trap’s sole
purpose is to injure invaders. Each trap has two parts - a mechanism and a trigger.
When an adventuring group comes across the trap, the player in charge of that trap
rolls its tier to see how effective it is. The mechanism and trigger help the player then
narrate the results of that roll.
When a trap hits, the GM chooses which adventurer it hits. Trap rolls
tick the adventurer’s clock representing how much damage and
frustration it took to overcome the trap. On a critical or a success, you
can roll again against another adventurer and can continue like this
until you roll a mixed or a failure.
When you roll again for a trap, it means that the trap is hitting multiple invaders at
the same time. Wait until your roll finishes to narrate exactly what this looks like. A
failure might mean that the invaders didn’t trigger the trap or they did, but
completely avoided any damage.
When you want to build a trap, choose or make up a mechanism and a trigger, then
detail to the GM what you are trying to accomplish. The GM decides what tier the trap
is based on its likelihood of hitting multiple targets. If you want to build higher tier
traps, you’re going to have to come up with deadlier mechanisms or cleverer triggers.
example mechanisms
alarm - blades - collapsing roof - darts - falling rocks - fire - gas - magical -
moving walls - nets - pit - poison - spears - spell - spikes
example triggers
disguised denizen - false door - hidden sentry - item usage - item removal -
magical detection - pressure plate - sound - tripwire
❖ Tier 1 traps are simple and effective, but fairly easy to avoid. They are likely
to only hit a single target.
Turning a door handle stabbing a hand with a blade, too much noise
releasing scorpions from the ceiling, a false door leading to a 10-foot drop.
❖ Tier 2 traps have the capacity to be deadly and somewhat likely to hit
multiple targets.
A tripwire attached to a giant swinging scythe, magical eyes adorning a
fire-breathing statue, a pressure plate activating arrows from the walls.
❖ Tier 3 traps are difficult to avoid and extremely effective. They are likely to
hit multiple adventurers.
A pressure plate releasing an enormous rolling ball, removing an item from
a pedestal filling a room with poisonous gas, a hidden imp sentry pulling
the lever and collapsing a roof.
After you finish building it, note down the trap details on your character sheet and
draw a symbol representing it on the dungeon sheet. When adventurers reach the
trap, it’s the player’s responsibility to call out the trap and roll for it.
Adventurers trigger traps that they stray near to. There’s no need to be precise -
movement through the dungeon isn’t tracked square by square. As long as they’re in
the same room as the trap, they’ll trigger it.
Tricks
Tricks are subtler than traps - their purpose is to change the situation or force the
adventurers into taking certain actions. A trick allows you to control events during
dungeon defense. They let you play with the minds of the invaders or push them in
ways that you prefer they go. They don’t tick adventurer clocks, but instead create
advantageous situations for your dungeon.
When building tricks, each has an intent and a trigger. The intent is what you want
the trick to accomplish and the trigger is how you go about doing it. Tricks are judged
by how likely they are to work and the tier is decided by the player.
Example Tricks
❖ A pool of water that fools adventurers into taking off their armor to
get through.
❖ Imps clanging together pots down a tunnel leading adventurers
towards them.
❖ A winding maze that splits up the adventuring group.
❖ A beautiful statue that captivates them and gives an opening for
minions to snatch their weapons.
❖ Moving lights from around a corner make the adventurers snuff
torches to avoid getting seen but losing vision.
If a trick leads an adventurer into a situation that they can’t escape, it instead ticks
their clock after some time has passed. These types of tricks buy you time or an
advantageous situation, but they’re temporary. Remember that adventurers are
incredibly crafty and even if they’re stuck down a pit trap or chained to a wall, given
a bit of time, they’re likely to find a way out. You can never trick an adventurer away
from your dungeon.
Locks
Locks are used to buy time while defending to set up proper defenses, maneuver
around your dungeon, or beat a hasty retreat. They also serve to push adventurers
away from sensitive areas. It’s best to remember that locks won’t keep adventurers
out forever - given enough time and determination, adventurers can push their way
through any lock in front of them.
Locks are rated from tier 1 to tier 3 depending on how difficult it is to get through the
door, with players deciding the tier of the lock when building it. After you build a
lock, write its tier directly onto the dungeon sheet along with a descriptor for the
door materials and the lock mechanism.
door materials
bone - crystal - iron - iron bars - magical field - portcullis - stone - wood
lock mechanisms
arcane - bar - bolt - heavy object - mortise lock - padlock - password - pulley -
pressure plate - puzzle - rim lock - timed
❖ Tier 1 locks are the simplest locks with limited reliability.
A wooden bar holding a door shut, a couple of imps with their backs against
a door, or a door with the handle removed and jammed shut.
Discoveries
As you dig into the earth, you’re bound to run across other things underground -
other dungeons, rivers or lakes, horrible creatures, and so on. Discovery rolls are
made when you increase your dungeon tier or finish a delving tunnel project. The GM
can also choose to roll for a discovery any time they feel like it makes sense or just to
spice things up a bit.
Discovery Rolls
The GM rolls 2d to see what you find underground as your dungeon
expands.
🎲
Critical: You discover something amazing and very beneficial.
Success: You find something good and helpful.
Mixed: You find something neutral that’s neither good nor bad.
Failure: You find something bad and troublesome.
The exact nature of what you find is up to the GM. Think about the things they might
find underground - natural formations, old dungeons, underground factions both
good and bad, powerful entities lurking in the deep, minerals, and artifacts. It’s also
good to toss around ideas of what might be down there prior to the roll. Maybe ask the
players before you roll: What do you hope to find? What do you really not want to
find down there? Think about their thoughts, sometimes go along with what they
want, and sometimes throw them a curveball.
❖ Amazing discoveries can drastically change the dynamic of the dungeon
in very beneficial ways.
The entrance to an underground monster city, a rich vein of gold, a
functional major room, a powerful spirit imprisoned in a crystal.
❖ Good discoveries clearly improve the dungeon or make the PCs lives easier.
A long tunnel leading to a friendly evil faction, a functional minor room, a
room filled with potions, a hidden exit to the surface.
❖ Neutral discoveries are light in impact, though it can be a little good or bad
for the PCs depending on how they respond to it.
Defense
You’ve raided the overworld for its riches, used the hoard you’ve built to attract
minions, built locks and traps to withstand invasion - now it’s time to put it all to the
test and keep those adventurers away from your gold. Invasions sometimes happen
when you suffer blowback (pg. X) or calamity (pg. X), or the GM decides that it makes
sense within the fiction for an invasion to happen, such as leading a group directly
back to your dungeon, you creating some other clear signal of its location, or faction
clocks fill.
Invasions are generally groups of adventurers (pg. X) coming to deal with the threat
you pose to the region and plunder your hoard, though other invaders may come
knocking as well such as a hostile orc tribe, a huge mob of angry townsfolk, a
powerful ghost, or a garrison from the local lord.
Dungeons are in hidden, isolated, or wild areas. The exact location of your dungeon is
usually unknown to those in the overworld. Adventurers head out in hopes of finding
it and ridding the world of your evil or maybe even just stumble across is as they
traverse the wilderness.
So for example, the first invasion brings in a group of tier 1 adventurers. The fourth
invasion sees a group of tier 2 adventurers led by a tier 3 adventurer.
The chart is just a guideline, though. For example, the GM can adjust this up or down
by one to provide more challenge or to make up for a player taking a week off. They
can really mix things up by sending in a lesser number of higher tier adventurers, too
- like a single tier 4 adventurer wandering in during the 2nd or 3rd invasion. The
invaders might not be adventurers at all, but other entities looking to end you. The
GM can model these in the same way as adventurers using their tier system or look
towards the Running the Game section (pg. X) for alternative ways to run invasions.
When you reach your 8th invasion, the overworld has truly had enough of you and it
triggers end-game events. The world is much, much larger than your dungeon and
you can only escape its notice for so long. The exact nature of this final confrontation
and its aftermath is determined by the fiction.
Seriously, Wicked Ones Can’t Leave the Sanctum during Dungeon Defense
The wicked ones being restricted to the sanctum reinforces classic fantasy
hack & slash dungeon themes surrounding minions and their masters.
Dungeon logic dictates that masters wait deep within their dungeons, letting
their minions and other defenses do the hard work. The wicked ones are far
too busy with their own nefarious plots to concern themselves with the first
level of the dungeon. And even if they did venture forth and try to save their
minions, they would upset the dungeon hierarchy, likely triggering rebellion
by showing their weakness. The first floor of the dungeon is the time for all of
your defenses to shine! Focus on that and enjoy all of the hard work you’ve
put into building the dungeon.
Starting Location
Invasions always come as a surprise. Dungeons can’t maintain dependable watches
aboveground without giving away their position, so even if you feel an invasion
coming, it’s too unpredictable to know exactly when it will arrive. Creatures always
begin in their lairs and PCs remain in the sanctum throughout dungeon defense.
Adventurers generally enter through the front door, but if there are multiple
entrances, the GM can make a fortune roll to determine where they enter from.
Invaders sometimes enter from unforeseen directions as well, such as tunneling or
teleporting into the dungeon. When the GM decides that this type of entrance is
appropriate, they can make a fortune roll to see how well it goes for the dungeon.
Pathing
The GM controls the adventurers and paths them through the dungeon. You can place
a marker on the dungeon map to indicate their location or just describe it. As they
move through the dungeon, describe their movement for the players - make the
progress of the adventurers through the PCs’ home feel invasive and the adventurers
feel skilled.
When adventurers come across a lock, the GM rolls to see what happens. Each lock is
only rolled once. If the adventurers are forced to push through it, it takes time and
effort but they eventually get through.
Lock Rolls
Roll the lock’s tier and judge how the adventurers respond to it.
Critical: They avoid this door unless they have no other option. Each
🎲 adventurer wastes a move trying to open it.
Success: They avoid this door unless they have no other option. One
adventurer wastes a move trying to open it.
Mixed: The invaders avoid this door unless they have no other option.
Failure: They unlock the door and move past it.
When repelled by a lock, adventurers will backtrack until they find a path they
haven’t taken. When they have no path forward, they push through a lock by hacking
through or blasting away a door but this process is noisy and takes time, sure to alert
minions of the invaders’ presence. If there are multiple locks blocking the way, they
push through the weakest lock first. If the locks are the same tier, the GM asks the
players which path they want the adventurers to go and makes a fortune roll as
normal.
Encountering Defenses
When adventurers stray near dungeon defenses, it activates them and the players
roll to find out what happens. The location of the adventures isn’t tracked precisely,
so as long as they are reasonably within distance of a defense, it is activated.
For example, if the adventurers encounter a tier 2 trap, you roll 2d. If they then
encounter a tier 1 trap after this, it takes -1d on the roll. If they then encounter a tier 3
trap, it takes -2d on the roll, and so on. However, if they encounter a minion between
the tier 2 and tier 1 trap, they don’t take a penalty. Mixing and matching dungeon
defenses is key.
Some dungeon defenses might be skipped by adventurers. If an adventurer hovers
above the ground, a pressure plate trigger may not be effective against them. If an
invader is incorporeal, locks are not likely to stop them. Let these kinds of decisions
flow from the fiction. Dungeon defense can get fairly mechanical, but it’s important
to keep the fiction first and let the mechanics support that. When the mechanics
don’t make sense, skip them!
Adventurers also have moves and passive abilities (pg. X) that they can use against
dungeon defenses. Moves and passives are what make adventurers exceedingly
deadly - even the best laid traps might get bypassed by a master rogue.
Wrecked Rooms
When adventurers move through major rooms, they might wreck it looking for loot.
The GM makes a 1d fortune roll and on a failure, the room is wrecked. Mark these
rooms with a small ✘ on the dungeon sheet. A wrecked room requires you to spend a
downtime activity repairing it with a mixed requiring you pay cost. You do not
receive that room’s bonus until it is repaired.
head down the stairway prepared. But are the wicked ones ready for them? Engaged
in their own nefarious doings, do they even know what was happening above?
The engagement roll sets the stage for the battle in the sanctum. It sets the initial
position the PCs find themselves in. After the roll, the GM invokes a dungeon life
scene to cover what the PCs were doing while the first floor was being cleared. If the
engagement roll was a failure, the adventurers probably bust in on them while
they’re quite distracted. If it was a critical, the wicked ones knew they were coming
all along and the adventurers might walk right into their perfectly laid trap.
Post-Invasion
If you manage to stave off the invasion, it’s time to rifle through the adventurers
possessions, dispose of the bodies, or deal with any prisoners.
Each player can make a loot roll (pg. X) and roll dice equal to the highest
tier of adventurer.
You’re going to need to clean up any wrecked rooms with downtime activities, attract
creatures during the next recovery, and go out roaming to find new minions, but
you’ve survived the onslaught!
Or maybe you haven’t - the adventurers busted in your front door, smashed through
your defenses, left your bodies littered around your sanctum, and made off with your
hoard. So how do you move on from this?
Maybe you don’t - that could be the end of the game. Dungeons have a way of finding
themselves cleaned out. That’s what adventurers do after all. Part of the fun of
building a dungeon is knowing the end is probably coming and seeing how long you
can live in spite of that.
Any time an invasion successfully clears and then leaves your dungeon,
you lose one hoard. The adventurers make off with a huge chunk of your
wealth, but not all of it. You can still scratch your way back.
If some of the wicked ones made it through, maybe other players can make a couple
of new PCs and you can continue on. Bringing in one of your old PC’s vile friends
might work well here. When all of the wicked ones fall, the dungeon is likely to
crumble into chaos. You have a few options:
❖ Maybe that’s the end of your dungeon’s story. You had a good run, but it’s
time to call it quits.
❖ Some of your surviving minions rise up and take over the dungeon,
becoming the new PCs.
❖ You could fast forward 15, 50, or 100 years into the future and bring a fresh
group of wicked ones in to clear out whatever’s inhabiting the old dungeon
and take the story in another interesting direction. Dungeons are often
built on the ruins of old dungeons, after all.
Anyway, it’s up to you. Enjoying the ending is a big part of the fun, whether you
manage to bring your master plan to fruition or not. The odds are stacked against you
- adventurers are insanely powerful and a dungeon can only hold them off for so
long. Maybe head into another sandbox and give another dungeon theme a try - and
this time, a much more well-defended one!
Roaming
The roaming phase is one half of the cycle of play in Wicked Ones and it covers
everything that happens outside of your dungeon. No dungeon is self-sufficient - you
need resources from outside, whether that be warm (or undead) bodies standing
between you and adventurers, riches to fuel your hoard, or materials to build more
rooms. You leave your dungeon to scout out good targets, further your nefarious
master plan, recruit minions to serve you, build your hoard, and deal with monstrous
factions.
Roaming is split up between tasks and raids. A task is something small in scope that
you wish to accomplish, with little risk or complexity. A single PC can usually get the
job done quickly with just a roll or two. Raids are anything more complex - organized
sojourns into the overworld to accomplish a specific goal. They are more dangerous
and complex than tasks, but you can accomplish much more with them.
Some things that are typically tasks may become raids depending on the situation
within the story. If you have a local goblin tribe that you’re friendly with, it might be
easy to go over and recruit some of them. But if that same goblin tribe is hostile
towards you, it would take a raid to roll into their camp and force some of them into
service. Every roaming phase ends with a blowback roll.
Tasks
Tasks are simple goals that a single PC can quickly accomplish. There is no specific
list of these and no limit as to how much you can do during each roaming activity.
Tasks is just a simple way of saying that what you want to accomplish isn’t quite
worthy of being a full-scale raid. Below are some typical tasks:
❖ Dealing: Find a buyer for some goods or buy something you need.
❖ Recruiting: Get monsters to work for you as minions.
❖ Scouting: Get into position to gather information on a target.
❖ Talking: Chat with contacts or vile friends to gather information.
This isn’t an exhaustive list - you can do just about anything during roaming. Tasks
tend to be smaller in scope and handled with a few actions at most. If it becomes
more complex, it makes more sense as a raid.
For the most part, the consequences of failure while performing tasks are aimed
more at how factions and NPCs interact with the dungeon. PCs rarely take wounds or
take on other personal consequences while roaming as they tend to have plenty of
time to approach the task to avoid anything coming at themselves directly. The most
common thing failure brings is starting or ticking a troublesome clock.
Just leaving your dungeon puts you at risk of an adventurer showing up
where you least expect them. No explanation is needed as to why they’re
somewhere - they have an uncanny knack of always being around when
monsters get up to no good.
An adventurer might roll out from under a cart where they were sleeping or happen
to walk out of a traveller’s inn you’re getting ready to raid. If it weren’t for
adventurers, your life would be easy.
As for their purpose, adventurers are the perfect spice to sprinkle into an
otherwise unexciting raid. Don’t punish PC success and great ideas by
throwing adventurers in their way, but if the action in the game needs a shot
of adrenaline, maybe have the mayor’s daughter they just kidnapped actually
be a knight in disguise.
Raids
Larger tasks with greater rewards are accomplished by going on raids. The wicked
ones group up and head out, intent on accomplishing a single task. You work together
to terrorize civilized lands, looting your way along as you work towards your
objective. You might burn down a farmer’s house, kidnap a priest for sacrifice, steal a
wizard’s magic staff, or hold tense negotiations with hostile tribes. Regardless of the
objective, you always make time to fill your pockets with gold along the way.
Raids let you skip directly into a high stakes, high reward scene. There’s no getting to
the location and setup - that’s all pushed into the background. You cut directly to the
mayhem. They also keep the cycle of play moving as the end of a raid signals the end
of the roaming phase.
Raids are a catch-all term for any planned group foray into the
overworld that the wicked ones undertake. They cover attacks and
pillaging, but also things like negotiations, sneaking into and out of
secure areas, tricking factions into helping you, or anything else you
might do in the overworld.
To help set up the scene, you have to give the GM three key pieces of information.
❖ You need a target. What are you trying to accomplish?
❖ You need a plan. How do you want to go about doing it?
❖ You need a detail. How does this thing get started?
Once the GM has this info, they roll engagement and throw you directly into the
scene. They use the info you provided and the engagement roll to set you up just as
the first step is in progress.
Target
First, you’re going to need to figure out why you’re raiding. Here are some common
reasons:
❖ Acquire materials for a room to get its bonus.
❖ Press other monsters into service as minions.
❖ Further the steps of your master plan.
❖ Meet requirements for a ritual to finish it off.
❖ Grow the dungeon hoard to increase your dungeon tier.
❖ Stop a troublesome clock to avoid the fallout of the clock.
❖ Subjugate a faction to expand your influence in the area.
❖ Wrangle powerful creatures to let them loose against your foes.
❖ Pressure a faction into taking action so you don’t have to.
❖ Get revenge against those who slighted you because they deserve it.
❖ Help a faction that has approached you and demand something in return.
Once you know what you want to accomplish, check out your sandbox map (pg. X)
and search for an appropriate target. When you set up the sandbox at the beginning
of the game, you filled the map with juicy targets. As your dungeon increases in tier
and you wreak havoc on the countryside, these targets might start to dry up and
defend against your villainy.
Targets are ranked from tier 0 to tier 4 based on their ability to defend themselves
and the wealth they hold. You can hit targets that haven’t been detailed as factions on
the map as well, in which case the GM applies a tier to them. If the PCs don’t have
access to that information, they may need to do some scouting first.
A target equal to your dungeon’s tier should provide an even fight. Hitting targets of
higher tier means you’re in for a very difficult fight and might need help in
overcoming them. You can always hit weaker targets as well, but the impact of such
raids will be much lower as well.
❖ Tier 0 targets are isolated, without much chance of help coming and
mostly lacking in defenses.
A few travelling merchants without guards. A lone house on a homestead. A
fishing boat with a few fishermen in it.
❖ Tier 1 targets have some defenses and can see trouble coming.
A farming community’s granary. A merchant with a few bodyguards on the
road. A small band of bandits fresh off their own raid. A hedge mage. A
small pack of sprites.
❖ Tier 2 targets are in more established locations, with numbers or better
training.
An apothecary in the middle of a small hamlet. A merchant caravan with a
few wagons. A border watchtower and its guards.
❖ Tier 3 targets are expecting trouble. They are located in areas with
permanent defenses or have regular, well-trained guards. They respond
quickly to attacks.
A small town of over a hundred people surrounded by a wooden wall. An
abbey of warrior monks guarding sacred relics. A cavalry patrol keeping the
roads safe. A dryad in its grove.
❖ Tier 4 targets are incredibly dangerous. They are located in large
settlements or have groups of trained warriors at their disposal.
A lord’s manor in a walled town. A well-armed merchant ship. A border
garrison. A wizard and his minions in his tower.
Sometimes, raids and target tiers are not completely about the target you hit, but
more about getting away with it. An undefended target like a nice farmer’s cart may
be undefended because it’s travelling on a very well-patrolled road. The response to
that raid would be quick and harsh. So while the farmer doesn’t have much in the
way of defense, the raid is less about overcoming the farmer and more about
overcoming the patrol on the road.
Raid Plans
Slaughter Bring full force to bear and kill all those in your way.
Where do you hit first? Who leads the way?
Talk It Out Talk with them to get what you want, through
negotiation or deception.
Where’s the meeting spot? Why will they meet you?
Smash & Grab Get in, get what you want, and get out as quickly as
possible.
How do you make your approach? Who signals to get
out?
Sneak In & Out Get in, get what you want, and get out as quietly as
possible.
Where do you slip in? What time of day is it?
Raid Examples
❖ Set a Trap: You force a caravan off of the main road and down a
forest path to go around a tree in the road. You hide in a pond using
reeds for air as you wait for the baron’s soldiers to come water their
horses. You convince your goblin allies to raid a town, sure to fail,
and hit the guards as they chase the goblins away.
Players naturally get stuck discussing details. The best advice for GM’s here is,
as soon as the players have a basic idea of what they might want to do,
prompt them into giving a plan. Ask “How are you going to go about doing
that?” and show them the list of plans. Push for them to choose, initiating a
power struggle if needed to make it easier. Less time spent planning and more
time spent raiding makes for a much more exciting game. As soon as the
choice is made, get the last detail you need and roll engagement! Don’t let
them dawdle, wandering from idea to idea - just jump in. Their characters are
crazy monsters after all!
Loot
Every successful raid gives you loot and is rarely the primary concern. It’s in every
monster’s nature to be sure to snag something for themselves along the way and a
loot roll after each successful raid guarantees nobody is left empty-handed.
After a raid, you roll 1d if you hit a target at your dungeon tier or 0d if
you hit one lower. You also take +1d for each extra source of loot your
group went out of the way to acquire.
You can increase the likelihood of coming away with some good loot by going out of
your way to acquire troublesome loot during the raid. This could be a wagon full of
grain with no horses attached to it, some jewelry hanging behind a barred shop
window, or a noisy sheep. You’ve already snagged the easy to grab loot just lying
around - that’s all wrapped up in the automatic 1d loot roll. Any extra sources of loot
are going to be guarded, hidden, or just plain difficult to haul away. These extra
sources increase your risk in exchange for potentially higher rewards. When an extra
source is acquired, the entire group takes +1d on the loot roll following the raid.
Pillaging
A pillaging raid is how you grow your dungeon tier. It’s a massive endeavor, likely
requiring you to bring all of the might of your dungeon and connections to bear. Your
target for this raid must be at least 1 tier higher than your dungeon tier. You can only
grow your hoard substantially by attacking targets wealthier than you are and
hauling the loot back to your dungeon.
To successfully pillage a target, you must make away with the vast majority of their
wealth. How you go about doing this is up to your plan, but it often involves
destroying, nullifying, or otherwise bypassing their defenses. This isn’t an item or
two or some gold you loot along the way - this is carts full of goods, stacks of
materials, and every piece of gold and silver you can find. You’re going to need time
to properly pillage a target.
Once finished, you then head back to your dungeon. You must also make it through
the blowback roll (pg. X) before getting your hard won loot back to your dungeon. You
gain a dungeon tier during the next recovery.
Aftermath of Raids
The world always reacts to what you’re doing. Often travelled roads may close down
or even entire towns abandoned, making your raid targets shrink up. You might tick
a faction clock or even start a new one focusing on dealing with you specifically. The
immediate aftermath of roaming is handled by the blowback roll, but the story also
responds more indirectly to your actions.
After each raid, the GM will tick at least one faction clock representing
this aftermath. The exact nature of how many or which clocks get ticked
depends on the nature of the raid.
Blowback
All of this roaming around the overworld is bound to draw some attention. Before
your dungeon showed up, the region was in relative balance but the added pressure
from your attacks throws things into chaos. - your constant incursions will
eventually lead you into a bad spot.
You are definitely not welcome on the surface and while a few monster tribes may be
friendly with your dungeon, the vast majority of surface dwellers would love nothing
more than to see you dead. As the roaming phase ends, usually with the end of a raid,
you make a blowback roll determining how the world immediately responds to your
actions during this phase.
Blowback rolls generate minor and major blowback - unfortunate events caused by
the fallout of your interaction with the overworld.
Blowback Rolls
Roll 1d, 2d, or 3d depending on how well you followed your raid plan.
🎲 Critical: You can choose a faction to take the blame instead of you.
Success: You avoid any blowback.
Mixed: You suffer minor blowback.
Failure: You suffer major blowback.
The key to minimizing blowback is to follow the plan you set out on. The closer you
follow the plan, the more dice you roll to avoid blowback. You set the dice for this as
follows:
1d 2d 3d
Abandoned the plan. Went a little awry. Followed it perfectly.
The exact nature of blowback and where it comes from is up to the GM, but generally
flows from the story. Bringing in previously hit targets to get revenge, shutting down
or reinforcing the PCs’ usual targets, or pushing a faction towards hostility all work
well as blowback. Blowback cannot be resisted.
If you don’t go on a raid during the roaming phase, you roll 3d for
blowback.
Minor blowback is an inconvenience, but one that you’re likely equipped to handle. It
usually tinges the roaming phase with bitterness, though still overall worthwhile.
❖ A friendly goblin tribe takes the blame for your raids and a new
4-segment clock is started by the town watch - remove the forest
pests. This ticks once per session.
❖ Guards are posted along the road, increasing the effective tier of any
travelers along it by 1, and giving -1d to any loot rolls.
❖ A group of hunting dogs has caught your trail.
❖ A small mob of townsfolk rush your dungeon looking to end you!
❖ A group of weak adventurers show up to your dungeon looking for
refuge from a storm.
❖ You get spotted moving through the forest towards your dungeon,
starting a new 4-seg clock for the town called Hire Adventurers.
❖ News of your raids has spread throughout the area. You take -1d on
your next engagement roll.
Major blowback is an immediately pressing concern that must be dealt with, risking
the success of your latest raid or even your lives. It may result in an immediate
engagement roll.
If blowback triggers an invasion, it happens immediately before entering the lurking
phase.
Pocketing Blowback
Another useful trick up the GM’s sleeve is saving blowback for later - even not
announcing what it is until you use it. Part of the usefulness of blowback is to keep
the PCs on their toes - knowing something is hanging over your head but not knowing
what that something is can create a nice aura of paranoia. You can then pull these out
at any inopportune point.
They’re not telegraphed - they come out of nowhere and sideswipe the PCs. This is a
flawlessly executed ambush by an old enemy on the way back to the dungeon, a
gloriously noble adventurer stepping out of a carriage you were hoping to raid, or a
powerful wizard hitting them with ritual magic.
Lurking
The lurking phase is the other half of the cycle of play in Wicked Ones and it covers
everything that happens inside of your dungeon. From the relative safety of your
dungeon behind your traps and creatures, you bide your time and build up your
defenses while looking for your next opportunity to strike. The lurking phase
generally takes place over a few weeks or even months as you dig out tunnels, build
rooms, and craft equipment.
Lurking is split up between recovery and downtime. Recovery gives you a chance to
patch up and revel in your recent success. Downtime is where you get to work
building and crafting within your dungeon. Every lurking phase ends with a
calamity roll.
Recovery
The lurking phase begins with recovery. All of your stress clears, your wounds heal,
and you lose any shock that you had. Abilities and defenses that are available once
per cycle reset. Minions and creatures regain all morale.
Revelry
During recovery, you can make time for some revelry. You throw around some gold
and fill your shrivelled monster heart with joy, earning dark hearts. Should you
overdo it, though, you suffer a consequence determined by the type of revelry you
indulge in. Revelry is chosen at character creation. The severity of the consequence is
up to the GM.
Revelry Rolls
Roll dice equal to the gold spent and revel in the spoils.
🎲 Critical: You gain 3 dark hearts and don’t overdo it.
Success: You gain 3 dark hearts, but you overdo it.
Mixed: You gain 2 dark hearts.
Failure: You gain 1 dark heart.
During character creation, you choose one of the following revelries or work with
your GM to make your own. Each revelry has an example of overdoing it, but the GM
might come up with other consequences for your actions as well.
❖ Drink: You can’t help but drink yourself stupid.
You stumble and damage a trap, dropping it a tier. You start roaming with
shock from a hangover. You have a falling out with a vile friend.
Downtime
While lurking, you have quite a bit of time to spend within your dungeon. Every
character has two downtime activities which they can put to good use in building up
the dungeon - making traps, preparing rituals, crafting magic items, inventing crazy
contraptions, and so on. PCs and minions can try to build anything, even if they don’t
have the action dots to do so. The actions used to do downtime activities are flexible -
as long as they make sense, they can be used.
The time it takes to finish a project during downtime depends on its tier. The times
work as follows:
Project Times
Projects
You can work on other things during downtime as well, such as torturing a prisoner
to get information, rerouting an underground river, or turning a captured
adventurer to your side. This covers a wide variety of possible projects. The tier of the
project depends on how long it should take to accomplish, determined by the GM.
Project Examples
❖ You torture a farmer, trying to learn where his neighbors are hiding.
(tier 1)
❖ You torture a priest, trying to learn the requirements for a ritual.
(tier 2)
❖ You torture a tier 3 adventurer, trying to learn who sent them. (tier
3)
Calamity
No dungeon is a well oiled machine. They’re messy conglomerations of minions
pressed into service, creatures lairing in their confines, and a maze of tunnels
throughout. They’re filled with traps and tricks in a haphazard fashion - things are
bound to go wrong at some point.
At the end of each lurking phase, you roll to avoid calamity to see just how well your
dungeon ran. You make the roll based on how little grumbling is coming from the
denizens of your dungeon.
Calamity Rolls
Roll 1d, 2d, or 3d depending on how much your denizens grumble.
🎲 Critical: You get an awesome discovery.
Success: You avoid any calamity.
Mixed: You suffer minor calamity.
Failure: You suffer major calamity.
The key to minimizing calamity is to create a dungeon that works and feels like a
dungeon. The denizens of a dungeon have certain expectations that the dungeon
follows dungeon logic. A dungeon that makes sense to them makes them content.
The more you think like a monster, the less calamity will befall your dungeon. You set
the dice for this as follows:
1d 2d 3d
Relentless complaining. Normal levels of Too scared or too happy
malcontent. to complain.
Minor calamities are mishaps within your dungeon, small things that are a bother
but don’t present an enormous challenge. They can generally be recovered from with
a downtime action or two.
Major calamities are big events and impactful. They put serious stress on the inner
working of your dungeon and must be dealt with immediately.
If calamity triggers an invasion, it happens immediately before entering the roaming
phase.
Dungeon Logic
Dungeons might not make a lot of sense to humans, but they make perfect sense to
their denizens. Maintaining this logic is important. The denizens living there expect a
dungeon to function as a dungeon and if it doesn’t, there’s going to be grumbling -
and grumbling leads to calamity.
Dungeon logic essentially requires that a dungeon function as a typical fantasy
dungeon should. Sure, as humans ,it might make sense to us to build more logical
defenses or create a more logical layout - but that’s not how a dungeon works. The
denizens expect to be walled off from each other, for weaker denizens to die first
during dungeon defense, and for there to be a fair amount of revelry in the halls.
There are several factors that figure into the denizens’ malcontent and more than
anything, it’s just a gut feeling on the GM’s part, but here are some general
guidelines. If you answer no to two or more of the following questions, the dungeon
has some problems:
❖ Has dungeon hierarchy been respected, with weaker minions and creatures
placed in the front lines of defense?
❖ Has there been enough revelry in the dungeon?
❖ Is the dungeon laid out in a way that doesn’t annoy minions?
❖ Has the dungeon grown recently, adding new rooms or increasing the
hoard?
❖ Have the wicked ones proven to be masters worthy of respect?
Dungeon hierarchy is of utmost importance within a dungeon. There’s a reason the
first few layers of a dungeon are filled with mooks. Higher tier monsters think it’s
beneath them to face the enemy first. They want those weaker than them to soften up
opponents. In the case of creatures, placing powerful creatures near your weaker
monsters is likely to lead to the weaker ones getting munched on. It’s about fairness
and pecking order. If you don’t respect this, you’re going to lose loyalty fast.
Revelry is a necessary outline for frustration, not only for the PCs, but also for
minions. When PCs engage in revelry, minions too can revel in the gold brought into
the dungeon. They join in on the good times and love it when their masters throw
around gold freely.
Dungeon layout has a huge impact on the denizens’ everyday lives. They want your
dungeon to make sense, to feel like a dungeon, and have at least some rooms that are
fun to hang out in. They want a place that feels evil and dungeony. Make your
dungeon look awesome and evil and your minions are going to be happy. Likewise,
placing traps and locks in places that don’t make sense, like several in a row or one at
each end of a hallway, frustrates or unnecessarily endangers them. If you have a
hallway with 5 locked doors, it’s going to drive everyone crazy every time they have to
go through it.
Gold for the hoard shuts minions up fast, as power equals safety. The size of the
hoard is always at the front of a minion’s mind. They expect it to keep growing and
when it doesn’t, whether it means you didn’t go pillaging recently or failed an
attempt, they’re likely to be unhappy about it. And if they think their masters are
taking more than their fair share, they’ll voice their concerns.
Respect for the wicked ones is paramount to maintaining loyalty. You have to
present a strong front, to either make your minions like or fear you, and to show
them why you’re better than they are. Give them a reason to serve you - be a paragon
of monsterdom. If you lose their respect, expect calamity to follow.
There can be additional factors other than the ones laid out here. Anytime something
might affect the denizens’ disposition within the dungeon, it can modify the roll. One
big exception to this is that monster deaths never lead to grumbling - denizens of a
dungeon don’t really expect to live long.
Adventurer Defenses
Setting Up Adventurers
You can take a few paths with this, but the simplest is to just pull a class from the
world’s most popular roleplaying game or any other RPG you’ve played where heroes
go dungeon delving. Some examples of this are as follows:
barbarian - bard - cleric - druid - fighter - monk - paladin - ranger - sorcerer - wizard
This is usually enough to give you some idea of their power. Honing in a bit and
creating a “fire wizard” or “paladin of the god of thunder” makes the fiction a bit
more interesting as well. The book and the toolkit will lay out plenty of examples for
inspiration on this, but this simple method should be enough to inspire interesting
moves for now.
To add just a bit more flavor to any of these adventurers, you can also give them
traits, something that describes their personality, a quirk they have, or how they
handle situations. It’s not always necessary, but it does nicely help inform the story
and how they act in some situations. Giving them one positive and one negative tag
can provide a good framework for judging their actions.
Positive Traits
brave - cautious - clever - competitive - daring - helpful - honorable - pious - wise
Negative Traits
greedy - gullible - impatient - lazy - overconfident - short-tempered - stubborn - timid
All of this said, don’t go overboard on detailing the adventurers - especially those
entering the dungeon. They’re not likely to live through the session.
Move Examples
❖ A lock rolls a success, diverting the adventuring party. The rogue
activates a move and instead picks the lock.
❖ A pair of goatmen minions bear down on a psion, about to slam into
him. The psion activates a move and dominates them, forcing them
to join the adventuring party.
❖ A trap rolls a success and is about to crush the wizard. The barbarian
activates a move and pushes him out of the way, taking the damage
instead.
❖ The adventuring party rounds a corner and sees a room full of
minions and a creature. The fire wizard reaches into his spell pouch
and activates a move, launching a fireball into the room, causing
any inside to lose 1 morale.
Moves can be resisted by PCs if they are present. Moves almost always inflict medium
or heavy consequences, though this is up to the GM. The tier of the adventurer has
little effect on this - a tier 1 adventurer can use their one move to perform something
quite devastating.
It’s also important to remember that an adventurer’s power scales with their tier. A
starting PC with an axe facing off against a tier 4 master swordsman will likely
receive reduced effect in the fight as they are just supremely outclassed in skill.
Other Sections
Several sections are yet to be written: Gamemaster Tools, Settings and Factions,
Primal Monsters, Rollable Charts, Appendix, etc. These will be put together a little
later in playtesting. Until then, please make do without them!