Simple GM Rules for Game Mastering
Topics covered
Simple GM Rules for Game Mastering
Topics covered
Damage Standards
Traps or encounters might call for low damage, or low sanity loss.
Med damage/san loss is 2x low, high is 2x low (so at tier 1, med damage is 4 and high
is 6).
Traps, dungeon features, etc should not use anything other than low damage.
COMPLICATIONS
When players make action rolls, you can introduce the following complications on
anything but a strong hit (3 over the target number). Remember, a strong hit goes off
without a hitch.
You can only choose complications from the list. This is to give a natural flow to the
game.
Complications should be given according to what seems to fit for the narrative and are
not punitive - just meant to ramp up tension, spend player supplies, etc
On a hit, the GM can add one of the following complications, depending on the
situation:
- Make a lantern check
- Succeed an ability check or take low damage
- Roll the encounter die
- Gain +1 noise
- Succeed a will check or take low sanity loss
On a failure, make a lantern check, and the GM can choose one of the following
complications, depending on the situation:
- Gain +1 noise and roll the encounter die
- Activate some negative feature of this area (darkness, mist, poison muck, rock
slides, etc)
- Activate a trap encounter. This counts for the number of encounters in the area.
- Take low damage, no save allowed
- Lose low sanity
- Lose 1 light instead of making a lantern check
- Reduce NPC attitude by 1 (for social rolls)
- Get separated from the group
- Make a save or lose or break an item
DARKNESS
When players fail a lantern check or spend light, light becomes darkness. You
accumulate darkness the same way as players track light (you can use d6s or tokens to
keep track of it).
You can spend 3 darkness to have any monster re-roll an attack or check and choose
the better result.
You can also spend darkness to use certain more powerful monster abilities.
Once spent, darkness does not turn into light.
Get rid of all your darkness once players exit the pit and end an expedition.
Monsters have the same statistics as players, but most don’t have sanity. Monsters can
get random traits (included in profile). you can choose them or roll a d6, on a 6 there are
no special traits. You can change this up for variety.
Types of Monsters
Monster types have common actions, features, etc. There are five main types:
- Troggs - Brutish, animalistic horned creatures of the Pit. Troggs have the blood of the
titans that built the pit, but are degenerate monsters and raiders that have a simplistic,
brutal culture that values smithing and flame. They serve the pit and worship demon
gods, including the personification of the Pit, the Black Flame. They breed and worship
dragons and other war beasts.
- The Wretched - The Pit itself is seeped in malevolent force. The Wretched are those
that have been lost to the pit, either in mind or body. Most of them are former
adventurers or folk that have lost their minds, or whose corpses have been reanimated
by the pure evil of the Pit itself.
- The Enclave - A sect of insane sorcerer-scientists that constantly seek out new
sources of slaves for food, study, and bio-grafting. Breed and ride Hook Worms, and
ruled by the Faceless Lords
- Hobs - The Faery folk of the upper layers of the Pit, driven by cruel and irrational
whimsy and an alien, cold morality.
- Denizens - Creatures that dwell in the pit that have evolved for dungeon life, such as
oozes, manticores, mimics, etc
There’s one more type - Demons are incredibly powerful monsters that are only
naturally found in layer 10. Sometimes weak or hungry demons wander up to higher
levels, where even the weak light usually keeps them away. Demons should not be
tackled by low level characters ever, though they may encounter them (see the Demon
Die below)
MONSTER COMBAT
Monster initiative is fixed
On its turn, monsters take a number of actions in their profile, rather than 2. Follow
the same rules as player actions and same options (only one attack per turn) unless
stated otherwise
Most monsters have reactions and interrupts that trigger on certain attack
ranges, such as hit, miss, etc. These typically only trigger against the attacking target.
Some monsters have an attackable weak spot that disables certain moves. Attacking
the weak spot requires a Focus Attack and doesn’t overall decrease monster health.
Cycle attack - Some monsters have a progression of attacks. They can only use one
part of the progression if the previous one has been used in this combat. The cycle
resets when the last part of it has been completed and automatically moves back to the
first stage.
FLEE
If a monster attempts to flee, it uses its first action to move as far away from enemies as
possible. If it has no enemies adjacent to it at the start of its turn while it’s fleeing, it is
removed from combat and initiates a flee/pursue challenge.
MONSTER TAGS
Sanity loss is per tier, so a frightening monsters causes 2 sanity loss in levels 1-3, and 4
at levels 4-6
Frightening - When this monster turns hostile, spots the party, or engages combat, all
characters in the room must pass a will save or be inflicted with Fear and lose low
sanity
Terrifying - When this monster turns hostile, spots, the party, or engages in combat, all
characters in the same room must pass a will save or be inflicted with Terror and lose
2/4/6/8 Sanity
Horrifying - When this monster turns hostile, spots the party, or engages in combat, all
characters in the same room must pass a will save or immediately lose 1/2/3/4/5 Sanity
at the start of each of their turns
Brutal - Will attempt to kill incapacitated targets. Monsters without this tag typically
ignore incapacitated targets.
Kidnapper - Will attempt to knock out incapacitated targets and capture them, will flee
with them if possible
Ambush - Will ambush players, giving all players the Surprised condition and acting
first. Players that have made the ward action can be immune to ambush.
Stalk - When encountered, this monster will remain hidden. It can even continue to
follow players until their next encounter and attack them at an inconvenient time.
Stalking monsters can be revealed by taking the Ward action
Treasure +X - This monster gives X more d6 loot die when slain
Mindless - This creature can never be reasoned with, and cannot be compelled or
dominated in any way
Reasonable - Can be reasoned with if its demands are met (can even negotiate with
this monster)- demands are listed with tag
Sight - Cannot hide from this monster, and it ignores the effects of cover. Knows where
all creatures are within the same room as it.
Hatred - Will focus on a specific kind of character if that kind of character is present, to
the exclusion of all others, even against its own safety
Corrupt - This monster has abyssal corruption. It is stronger than normal, but weak to
miracles
Ethereal - This monster is otherworldly and ghostly, a horror from beyond the physical
realm. It takes half damage from all sources, and can pass through, but not end its turn
in, objects and enemies.
Glamour - This monster appears and acts non-threatening, and does not take direct
hostile action unless provoked or attacked. It might have a different appearance to its
true appearance. Glamoured monsters can be spotted by taking the Ward action.
Folk
BANDIT LOOTER
Level 1 Folk Minion
STR -1
AGI +1
WILL -2
WITS -2
Initiative 14
Size 1
Hp 1
Defense 4
Move 6, shift 3
Passive: Shank - The Looter deals double damage against grabbed or prone targets
Actions: 2
Broken weapon
Weapon Attack
-1 vs defense, 2 piercing damage
BANDIT ENFORCER
Level 1 Folk
STR +1
AGI +0
WILL -1
WITS -2
Initiative 4
Size 1
HP 10
Defense 6
Move 5, shift 2
REACTIONS:
Miss:
Shove - Target must make a strength check or be knocked back 1 space and knocked
prone
ACTIONS: 2
Maul
Melee Weapon attack
-1 vs defense, 5 bludgeoning damage
BANDIT CAPTAIN
Level 1 Folk MASTER
Ambush
STR +1
AGI +1
WILL +0
WITS -1
Initiative 2
Size 2
HP 10/opponent
Defense 7
Move 5, shift 2
PASSIVE:
Shielded (ignore ranged attacks on a 6)
INTERRUPTS:
Reposition
1/round +1 more if outnumbered
On any move or shift action by an enemy, the captain or one ally in range 10 can shift 5
in any direction
REACTIONS:
Hit:
Backhand
1/round + 1 more if outnumbered
Deal 2 bludgeoning damage to the target and knock them back 1 space
ACTIONS: 3
Short sword
Melee weapon attack
+1 vs defense, 1d6 slashing damage
Troggs
GARM
Level 1 Beast
Blood Scent
Immune: Disarm
STR +1
AGI +2
WILL -1
WITS -2
Size 1
Initiative 16
7 HP
Defense 6
Move 5, shift 4
Enormous wolf/reptile hybrid raised by troggs for its love of fresh meat.
Passive:
Blood Scent
If a target that’s bloody or has at least 1 bleeding on it attempts to hide from the Garm, it
can make a wits check as an interrupt. If that check is successful, the hide action is lost.
Actions: 3
Gnash
Attack
+0 vs defense, 4 piercing damage.
Types:
1. Scaled
The garm gains resistance to slashing damage and bleeding.
2. Fiery
The garm gains resistance to fire damage and deals fire damage with its Gnash.
3. Ferocious (level 2)
Once per round, the garm can make a gnash attack as a reaction to a hit.
4. Dire (level 2)
The garm is size 2 and gains +10 HP
5. Hunting (level 3)
Gain the following attack
Baleful Howl
Attack
All targets in a 5x5 area centered on the garm must pass a will check or lose 1d3 sanity
and suffer from Fear until the end of their next turn. If a target passes this check, they
can no longer be affected by this skill from any garm until they pass a refuge.
TROGG ASH BLOOD
Level 1 MINION
Size 1/2
STR -2
AGI +0
WILL -2
WITS -2
Initiative 14
1 hp
Defense 5
Move 5, shift 5
Small goblinoid, weak and numerous, the lowest level of Trogg-kind and generally
regarded as slaves or servants by other troggs.
Actions: 3
Crude Weapon
Melee Weapon Attack
+0 vs evasion, 1 bleeding
TYPES:
1. Spear
The ash blood’s weapon gains 1 reach and does +1 bleeding
2. Fling filth
Replace the ash blood’s attack with the following:
Fling filth
Attack
+0 vs evasion, 1 toxic damage. The target must pass a wits check or be blinded until the
end of its next turn.
3. Crude Bow
The ashblood’s crude weapon becomes a range 6 ranged weapon attack that deals 1
bleeding instead of 1d3 damage
4. Stoker
Replace the ash blood’s gutter knife attack with stoking shovel: +0 vs evasion, 1d3 fire
damage
5. Sapper
Replace the ash blood’s attack with Explode!
Explode!
Attack
At the start of this creature’s next turn, it explodes in a 3x3 zone centered on it. All
affected creatures muss pass an agility check or take 2d6 fire damage. This creature
dies.
Size 1
Initiative 6
10 HP
Defense 7
Move 5, Shift 1
Strong and bestial, adult troggs stand the height of a man or slightly less, and are many
times as strong. They have impressive horns and often pierce their thick hides with
painful incisions or bone or metal spikes in some act of self-flagellation.
ACTIONS: 2
Crude weapon
Melee Weapon Attack
+0 vs defense, 1d6 slashing damage
TYPES:
1. Shielded
When hit by a ranged weapon attack, roll a d6. On a result of 6, ignore that attack. If
disarmed of their shield, lose this benefit.
2. Barbed Spear
The half blood’s weapon gains 1 reach and inflicts 1 bleeding
3. Stoker (level 2)
On a hit, the Half Blood deals 1d3 fire damage to the same target or a different adjacent
target
4. Iron Club
The half blood’s weapon does bludgeoning damage and forces a strength check on hit
or be knocked back 3 spaces.
5. Barbed Bow
The Half Blood’s Crude Weapon attack is a range 8 ranged weapon attack that deals
1d3 bleeding on hit
TROGG GUTTERSNIPE
Level 1
Ambush, Stalk, Treasure +3
Immune: Compel
STR -1
AGI +2
WILL +0
WITS +1
Size 1/2
Initiative 15
HP 7
Defense 8
Dodge: 2
Move 4, shift 4
A nasty ashblood skulker, the Guttersnipe revels in stealing loot from would be
plunderers and running off with it to gloat. Guttersnipes usually oil themselves
extensively.
REACTIONS
Hit:
Slippery
1/round
The attacker must make a strength check or be disarmed. The Guttersnipe then ends
the grabbed condition on itself.
Miss:
Skitter
The Guttersnipe shifts 3 spaces in any direction
ACTIONS: 3
Pick pockets
Attack
An adjacent target makes a wits check. If it fails, it loses 3 weight worth of loot from its
pack (it can choose which), which the guttersnipe stuffs in its own pack. These items
can be recovered by killing, looting, or capturing the Guttersnipe.
V
Run away!
Stance
The Guttersnipe shifts 4 spaces in any direction. While in this stance, it attempts to Flee
until killed or captured. It ends this stance if it drops its loot until it can pick it up again.
TYPES:
1. Extra slippery
If a target fails its check for the guttersnipe’s slippery reaction, it must repeat the attack
roll against a friendly target in range before being disarmed.
2. Greedy
The Guttersnipe can repeat the Pick Pocket attack on a successful attack, but if it’s
target’s check is successful, it drops all the loot in an adjacent square. Picking it up is an
action. The guttersnipe can’t touch it until the end of its next turn.
3. Loaded
The Guttersnipe also disarms the target and steals their weapon on a failed pick
pockets check, but gives +3 additional loot die
4. Sneaky
Targets who fail their check against Pick Pockets are also slowed until the end of their
next turn
5. Tricksy
The guttersnipe gains 2 Dodge
6. Kidnapper
The Guttersnipe gains the Kidnapper trait (it will try and knock incapacitated players
unconscious and flee with them)
TROGG OVERSEER
Level 2 MASTER
Resistant: Fire
Immune: fear
STR +1
AGI +0
WILL +1
WITS +0
Size 2
Initiative 4
HP: 10/player
Defense: 7
Dodge: 1
Dispel: 1
Move 5, Shift 2
The brutal pit bosses and slave drivers of the Troggs, they spur their allies on with whip
and blade.
Interrupt
Pit boss
2/turn
When an ally misses with an attack within range 5, remove 1 bleeding on the target. It
can immediately repeat the roll as an interrupt and choose the better of the two results
for its final result.
Reactions
Miss:
Torment
Remove up to 1-3 bleeding on a target in range 5. The target takes 2 slashing damage
per token expended and is in Pain until the end of its next turn
Actions: 3
Notched Whip
1/ turn
Action
Target either an ally or an enemy within range 5 with this action
- Enemy: Target must pass a will check or take 1 bleeding and be knocked back
3 spaces in a direction of the Overseer’s choosing,
- Ally: Target takes 1 bleeding
Whiplash
Ranged Attack
Range 5
+1 vs defense, 4 slashing damage
Backhand
Action
Make a +1 vs defense attack roll. The target is knocked back 1 space on a hit, but takes
no damage.
TYPES:
1. Brutal
Replace the Whiplash attack with the following attack pattern:
Choke
Ranged attack
A target in range 5 must pass a wits check or be grabbed by the Overseer. While
grabbed, this target is silenced.
V
Snap Neck
Attack
One target grabbed by the overseer takes 1d6+3 bludgeoning damage and must pass a
strength check or be stunned until the end of its next turn. After it recovers from this
attack, it is fatigued until it reaches a refuge
2. Lashmaster
The Overseer can take 2 Notched Whip actions a turn
3. Cruel Reach
The Overseer’s range increases to 10
4. Dread Presence
While the Overseer is alive, allies that can see or hear within range 10 it are immune to
fear
5. Drunk
The overseer gains the following action:
Spew Grog
Action
1/round
All targets adjacent to the overseer must pass a wits check or be Surprised until the end
of their next turn.
OGRE
Level 3
MONSTROSITY
Frightening
Size 3
Blood Scent
Immune: Disarm, Engagement
STR +2
AGI -1
WILL -1
WITS -1
HP: 20/player
Defense: 6
Dispel: 1
Move 4, Shift 4
Enormous, pure blooded trogg, apelike, very dim-witted but very strong. Nearly blind,
and uses its strong sense of smell to hunt.
Passives:
Blood Scent
If a target that’s bloody or has at least 1 bleeding on it attempts to hide from the Ogre, it
can make a wits check as an interrupt. If that check is successful, the hide action is lost.
Reactions:
Strong hit:
Flinch
The ogre drops one target it is grabbing. That target falls prone in an adjacent space
Hit:
Swipe
1/round
All targets adjacent to the ogre take 2 bludgeoning damage and must pass a strength
check or be knocked back 3 spaces away from the Ogre
Grab
One target adjacent to the ogre must make a strength or agility check or be grabbed by
the ogre. The ogre can only grab two targets at at time.
Miss:
Squeeze
All targets the ogre is grabbing take 3 bludgeoning damage and are slowed until the end
of their next turn
V
Devour
Deathblow
One target the ogre is grabbing takes 1d6+3 piercing damage and 1d6 bleeding. The
ogre regains half the damage it dealt in hit points, and the grab ends. The target drops
prone in an adjacent space.
Actions: 1
Slam
Attack
+0 vs evasion
1d6+3 bludgeoning damage
Any target the ogre is grabbing takes 2 bludgeoning damage
TYPES:
1. Young
The Ogre gains the following reaction:
Berserk
When the ogre becomes bloody or blinded, it has 2 actions on its turn instead of 1, and
is no longer limited by the number of attacks it can make. It can no longer tell friend
from foe, and simply attacks the closest target to it.
2. Hurler
The Ogre has 2 actions and gains the following action:
Hurl
Action
+1 vs evasion
1d6 bludgeoning damage. If the Ogre was grabbing any targets, they are thrown,
placing them adjacent to the target of this attack, hit or miss. The grab ends and they
take 1d6 bludgeoning damage
3. Devourer
The ogre gains the following action
Projectile Vomit
Attack
Cone 5, +1 vs evasion
1d6 toxic damage, 2 sanity damage
4. Cyclopean
The ogre gains the Sight trait
The ogre’s Slam attack is replaced with the following attack
Eye Beam
Line 6 from a point within range 3 of the ogre
+1 vs evasion
2d6 fire damage
The ogre’s weak point becomes its enormous eye. Disable this attack if you damage the
eye and blind the cyclopean.
5. Crusher
The Crusher can be disarmed. If it’s disarmed, it can no longer use the below reactions
or actions
Replace the ogre’s reactions and actions with the following:
Strong: Flinch
The ogre cancels it’s Lift Club Stance
Sweep
Attack
All targets adjacent to the ogre
+0 vs evasion, 1d6 bludgeoning damage and all targets are knocked back 3 spaces
Wretched
SILENT ONE
Corrupt
Level 1
Ethereal, Frighting, Corrupt, Reasonable (demand: be left alone)
Vulnerable: Lightning
Immune: Prone, Compel, Grabbed, Restrained
STR +0
AGI -1
WILL +1
WITS +1
Defense: 7
10 HP
Move 5, shift 3 (Fly for both)
A Silent One is an adventurer that died a painful and horrific death, some otherworldly
remnant of it stuck in the Pit with the same pain that it suffered as it died. The result is a
dangerous yet often passive creature. Silent Ones are often found near their former
corpses, making fighting them a risky but profitable venture.
Passive:
Lonesome Corpse
When fighting or encountering a Silent One, place a 1x1 zone in the same room. This is
the Silent One’s corpse, which can be looted as an action in combat or as part of a loot
check to gain 3 loot die. If looted, the silent one immediately gains the Sight property
and Hatred of the character who looted the corpse, and immediately becomes hostile
and aggressive.
Actions: 3
Spectral Claws
Melee Attack
The silent one reaches into the very heart of its victim, dealing 3 cold damage. The
victim must make a will check or take an additional 1d6+3 cold damage on a missed
check.
Horrifying Appearance
2 Darkness
Action
All creatures that can see the Silent One must make a will save or be afflicted by Horror
Type:
1. Banshee
The moment a Banshee becomes hostile, add Noisy +2 and Darkness +2 to your party.
2. Weeper
The Weeper can make 3 Spectral Claw attacks a round, but gains the reasonable
property with the demand: be left alone. It won’t attack unless provoked or its corpse is
looted.
3. Pale Man
The Pale man is a tall, pale figure with a large sack on its back. The Pale man has the
horrifying property as well as frightening. However, it loses the Lonesome Corpse
feature and is completely passive, and won’t attack unless provoked (so players won’t
be affected by its horrifying or frightening passives immediately). You can pay the Pale
Man 1 black gold and roll a d6. On a 5+ gain 2 1d6 loot die. On a 1-4, the Pale man
gives you a handful of organs, blood, insects, or something similarly horrifying and you
lose 1d6 sanity. Each character can only pay the pale man once, then it disappears.
4. Gheist
The Gheist is invisible (all attacks and actions have a 50% chance to miss it).
5. Mercy
The Mercy is the remnant of a dead cleric. The Mercy is completely passive unless
provoked. As long as the Mercy is not hostile to the party, the room it is in is completely
safe from random encounters, ambush, and characters that rest here regain 1d6 health
and 1d6 sanity.
DEMONS
When a party embarks on an expedition for the first time, or takes a rest, roll a d100 (roll
two d10s, take one as the 10s digit and one as the 1s digit)
The current level of the pit is the Demon Threshold (so level 1 is 1, etc). Each time the
party rests, add +2. Then total up your number.
If you roll d100 under the demon threshold, your party, at some point before they exit
the pit, will encounter a roving demon that has crawled up out of The Abyss (level 10).
If players ask you what the demon die is and what you are doing, remind them of the
third rule of the pit but don’t tell them anything else. Demons are level 10 monsters with
the terrifying and brutal traits that only high level characters have a chance of killing.
Demons will typically not pursue fleeing adventurers.
You can use the Nameless Horror for a demon encounter since it won’t kill players
immediately.
NAMELESS HORROR (Greater Demon)
Level 10 MONSTROSITY (DEMON)
Terrifying, Corrupt, Mindless
Hatred: The nearest creature to it
Immune: Abyssal, Compulsion, Fear and Terror from any non-miracle source
STR +4
AGI +4
WILL +3
WITS +3
Size 4
Initiative 0
40 hp/player
Defense 9
Move 6, Shift 6
PASSIVES:
Thrall to Darkness
When this creature spends darkness to re-roll, its re-roll is Heroic
INTERRUPT
Fixate
1/round
When a hostile target the Nameless Horror can see within range 10 attempts to move, it
must pass a will check or immediately stop moving and become restrained and terrified.
If the creature stops being terrified, it can also end the restrained condition on itself.
REACTIONS:
Strong hit:
Flinch
The horror cancels its ceaseless screaming stance
Hit:
Thrash
1/round
All adjacent creatures must pass an agility check or take 4 slashing damage
Miss:
1/round
Taste of death
The attacker must pass an agility check or take 50 fire damage. This damage cannot
reduce the target past 1 hp. If this attack misses, it creates a 3x3 hole in the ground 5
foot deep close to the primary target. The edge of this hole can be used for cover.
Targets caught in the zone must pass an agility check or fall in. On a success, they can
move to the edge.
ACTIONS: 3
Ravage
Attack
+3 vs defense, 5 slashing damage
Ceaseless screaming
Attack, Stance
The Horror’s turn ends, and it cannot move while in this stance. All targets in range 5 of
it that start their turn there must pass a will check or become terrified and take 5 sanity
damage
V
Disintegrate
Attack, Stance
The horror fixates on an enemy within range 10. If that enemy is not in cover from the
Horror at the start of the Horror’s next turn, it takes 50 fire damage. This damage cannot
reduce the target past 1 hp. If this attack misses, it creates a 3x3 hole in the ground 5
foot deep close to the primary target. The edge of this hole can be used for cover.
Targets caught in the zone must pass an agility check or fall in.
Devour
5 Darkness
Attack, Deathblow
The Horror shifts 10 towards a random creature in range. That creature must make a
successful agility check or take 8 piercing damage. The horror is then stunned until the
end of its next turn as it continues to devour its prey.
If this attack kills its target, all that target’s allies must pass a will check or lose 4 sanity
and be afflicted by Fear.
The Horror completely consumes the body of its target, which cannot be resurrected.
INJURY TABLE
2d6 when crit or make a death check for the first time on an expedition
You can make a strength check to resist injury.
You can only get injured once per expedition.
Gain permanent health max (not current) when you are injured
2 (10): Loss of Limb - You immediately lose a limb of your choice, partial or whole,
taking 2d6 bleeding. Permanently lose 1 agility or strength. If you lose an arm, you can
no longer use weapons with the two handed tag. If you lose a leg, you are permanently
slowed.
3 (3): Mangled - You are mangled, losing fingers, toes, an ear, nose, etc, taking 2d6
bleeding immediately and becoming Fatigued for the rest of the expedition
4-5 (2): Internal bleeding - You take 6 bleeding each time you rest and are slowed for
the rest of the expedition.
6-8 (2): Scarred - You take a bad injury, giving you a minor scar. If you let the GM
describe it, gain +1 san permanently.
9 (3): Badly Scarred - You take an especially nasty blow. You lose expertise in
diplomacy if you have it, but gain expertise in intimidate. If you let the GM describe it,
take +3 permanent san.
10-11 (2): Broken Bone - You are slowed and agility and strength checks and checks
are Cursed for the rest of the expedition
12 (5): Loss of Eye - You lose an eye, taking 2d6 bleeding immediately. If you lose both
eyes, you are permanently blinded.
MADNESS TABLE
Each time you Break, you gain +2 permanent max sanity. You can either choose your
(pre-determined) madness or have the DM roll for it. If you roll it randomly, gain a
permanent +2 max sanity
Madness effects remain while you are Broken and are only recovered if you return to
maximum sanity.
d10 roll
TABLE 1
1. Turn To Darkness
When you lose sanity, lose 1 additional sanity. If you go catatonic while suffering from
this condition, you instead abandon the party and are consumed by the pit. See GM
section about death in the pit if this happens.
2. Abandon Hope
You are slowed and fatigued while broken. Nothing can cure these conditions.
3. Building Rage
You cannot make dungeon moves. You must immediately attempt to fight monsters that
are neutral or worse or take 1d6 sanity damage. You must take the attack action in each
turn in combat if able. If you don’t, or are unable to, take 2 sanity damage. If you roll
doubles for any attack, an ally of your choice in your range also takes 1d6 damage of
your weapon type.
4. Corruptive Sickness
You gain the sickened condition for the rest of the expedition, even if you are normally
immune to such a condition. It cannot be cured. Each time you rest, take 1d6 sanity
damage.
5. Consumptive Curiosity
You must make an action roll if something interesting or enticing comes up (the DM will
tell you when, but no more than 3 times between each encounter). If you don’t, lose 1d6
sanity each time.
6. Death Wish
You cannot Skulk, Hide, or Flee, your party gains noisy +1, and if someone revives you
from being incapacitated, take 1d6 sanity damage.
7. Devouring Dark
You gain the blinded condition while broken, even if you are normally immune to such a
condition. It cannot be cured.
8. Extreme Paranoia
If you start or end your turn adjacent to another character, take 1d6+1 sanity damage.
You cannot take or accept the help action.
9. Frozen by Fear
When you suffer from Fear, Terror, or Horror, you are also restrained and prone
TABLE 2
1. Turn To Darkness
When you lose sanity, lose 1 additional sanity. If you go catatonic while suffering from
this condition, you instead abandon the party and are consumed by the pit. See GM
section about death in the pit if this happens.
2. Morbid Fascination
Choose one other character. You must take the same dungeoneering action as that
character (skulk, loot, etc) and cannot attack a target in combat that the character has
not already attacked.
3. Overwhelming Terror
If you don’t start or end your turn adjacent to an ally, take 1d6+1 sanity damage
4. Phobophile
Your party loses Lantern on a 1-3 instead of 1-2. If you run out of Lantern, immediately
take 2d6 sanity damage.
5. Purity Obsession
You cannot take or accept the help action, or willingly touch other characters. You
cannot eat or take anything that came from another character or the PIT. If you take
toxic damage, or if you are forced to do any of the previous, lose 4 sanity.
6. Superiority Complex
You cannot accept items, help, bonuses, or healing from other characters. If you are
healed, helped, or touched by another character, take 2 sanity damage. You cannot
revive or help other characters.
7. Thanataphobia
If you or another ally becomes incapacitated, immediately lose 1d6+3 sanity.
8. Hysterical Flight
You lose 1 sanity each time you or your party makes a dungeoneering action. If you
reach a refuge and do not exit the pit, take 1d6+3 sanity damage.
9. Uncontrollable Babbling
Your party gains noise +3 in this area and each time you enter a new one. If you are
silenced or unable to speak, lose this noise but take 2d6 sanity damage for each area
you pass while silenced.
+X weapons
A weapon might be listed at +1, +2, etc. This is the bonus damage it deals when a
character wielding it deals damage. Weapons on these lists can be of any type.
LOOT - TROGG
When you loot troggs of any type, you can roll these loot dice or choose these items.