Downcrawl: Serendiptious Adventures in a Weird Underworld

Player Handouts (PDF)

Downcrawl is a system to help gamemasters run randomly generated, open-ended adventures in a weird and fantastical underworld called The Deep, Deep Down: a place so far from the surface that the sun and sky are only legends, and so vast that no bounds can be placed on its dimensions or contents.

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Now available: Ten Down, an expansion containing ten pre-generated weird and wonderful volumes to explore!

Compatible with any fantasy roleplaying system, Downcrawl contains rules for taking dangerous journeys through unmapped places, tables of fungi with curious effects, procedures for GMs to generate strange new peoples, places, and encounters, and tips for running a satisfying, spontaneous campaign when your players might explore in any of six directions. Oh, and huge intelligent spiders who eat faces. Watch out for those.

This free version of Downcrawl contains the rules and majority of the content in HTML. The full version of game, with art, additional examples of play, and more sample Folk and Volumes, is available in print and PDF from DriveThruRPG: some sample pages are shown below.

 

 

Buy Downcrawl here, or continue reading to enjoy the HTML edition.

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Get the 60-page book of Downcrawl and continue your underworld adventures: DriveThruRPG

Also available: Skycrawl, Serendipitous Adventures in Strange Skies

 

The textual content of Downcrawl presented here is licensed as Creative Commons Attribution 4.0 International (CC BY 4.0). This means, in short, that you are free to share, remix, or reuse the work, as long as you keep an attribution to its original author (Aaron A. Reed).

Introduction

Setting Overview

This book will help you run randomly generated, open-ended adventures in a weird and fantastical underworld, a place so far from the surface that the sun and sky are only legends, and so vast that no bounds can be placed on its dimensions or contents. We call this place the Deep, Deep Down, or just the Down for short. Here are some of its essential qualities:

  1. The Down is vast.
    Three-dimensional, unmappable, and more or less infinite, the Down stretches its tunnels and tendrils through all the vast dark spaces of the earth. There is far more Down Here than there is Up There. Navigation is hard, even between familiar waypoints. Rather than a fixed set of races and enemies, there are a boundless number of cultures, powers, and threats: many beginning but few endings.

  2. The Down is challenging.
    Food, water, even air may be rarities. Compasses don’t work. Routes once wide and navigable might collapse or twist toward new, unstable destinations. There are few completely safe spaces. Tread carefully.

  3. The Down is weird.
    Think Alice in Wonderland. Think Fallen London. Think del Toro, Miéville, Gilliam, Peele: Spielberg but also Cronenberg. Think of the consequences of no sun, no soil, no rain, no wind. Think of sentient purple moss reaching scheming tendrils miles through the dark; think of cheerful skeleton bards, singing legends of stars on fragile lutes; think of antlered children racing through shell-paved streets and giggling, faceless cultists worshiping huge red worms, bottomless chasms with rival universities clinging like limpets to their walls, their telescopes always pointed down into the deep.

  4. The Down is isolated.
    Unlike more familiar underworlds, the Down doesn’t connect to the surface through the lowest level of a dungeon or an everyday cave system–or if it does, finding such a path is a once-in-a-lifetime fluke. A world-spanning quest or freak accident has stranded your characters here: getting back, if even possible, will be a most epic adventure.

The rules of Downcrawl help gamemasters generate new adventures in this world and give players tools to explore it. Here’s a quick look at some of the system and setting details the book will cover:

The Deep Folk. One might be able to list all the races of intelligent creatures found on the surface, but in the endless depths there are more peoples and cultures than can be counted. Explorers will frequently meet new kinds of people, called Folk, especially at crossroads or watering holes. Much like a certain galaxy far, far away, there’s always a weird new somebody ordering drinks at the next cantina.

Volumes and the Map. You’ll chart the places you’ve explored, called Volumes, on a large communal map. Volumes are major destinations: cities, haunted labyrinths, shrines to dead gods, hidden universities. Travel between these sparks of light is dangerous and unpredictable. The more routes charted on your map and rumors learned about your destination before setting out, the easier it is to arrive. An abstract resource called Tack represents orientation while traveling: don’t run out or risk getting lost.

Player-Directed Stories. Your journey through the Down is led by the players, whose job is to be active explorers of this weird, wonderful underworld, rather than waiting for the GM to guide them through a pre-ordained plot. The GM’s job is to fill the nearby world with interesting details and the distant world with tantalizing suggestions, and listen for what stories the players are most excited about telling.

Fungus. While traveling, characters can forage for useful mushrooms, which provide all manner of benefits (and sometimes strange side effects too). Raw fungus can be sold for a little coin, but watch out for the Fungal Druggists, whose concentrated mycelial tinctures offer powerful benefits and only a small chance of all-consuming addiction.

How to Use This Book

The first part of this book describes the systems of Downcrawl which players and GMs will both engage with: travel, rumors, mapmaking, and mushrooms. The rest is targeted at GMs, with instructions for generating volumes, folk, and random encounters, examples of each, notes on running the game, and more details on the setting.

Downcrawl is designed to work alongside your favorite fantasy roleplaying system, rather than being a standalone game itself. A good free system is The Black Hack from Gold Piece Publications, but any will do.

The text will frequently give numbers tuned for d20 and 2d6 based systems, as a basic calibration point. Note that the random tables make use of the full traditional set of dice: d4, d6, d8, d10, d12, and d20.

Moves and Rolls

Certain recurring situations are presented in the form of Moves (a concept borrowed from Powered by the Apocalypse by Meguey and Vincent Baker), which offer possible outcomes based on decisions or die rolls (see an example).

Moves with rolls generally have five possible outcomes: Critical Failure, Complication, Success, Strong Success, and Critical Success.

Bonuses and Penalties. If a situation grants you a Bonus or Penalty, this means a +2 or -2 modifier to your roll in a d20 system, or +1 or -1 modifier in a 2d6 system. For a Double Bonus or Penalty, apply the modifier twice.

Exhaustion. If your system doesn’t simulate tiered exhaustion, simply track how many points of it each character has, and take a Penalty to all rolls for each point. At five exhaustion, you’re on the verge of death. A full and uninterrupted night’s sleep in a safe volume removes one point of exhaustion.

Complications. While it’s rare to outright fail, player rolls will frequently involve complications: something unpleasant instead of or in addition to your desired result. Think of it this way: rolling always makes something happen. Success means something happened the way the player expected it to. A complication means something happened in a way they didn’t.

Systems

Volumes

In a traditional hexcrawl, the GM makes a map of hexes for the players to explore. Each hex represents an area of fixed size, and if you travel north from one, you can generally return by heading south.

Maps in the Deep, Deep Down are more ephemeral, unstable, and three-dimensional. Instead of a hex, each major region here is called a Volume, with no fixed sizes or distances between them. A volume might be a single city, a vast labyrinth with millions of passages, or the lair of a mighty beast and the fearful villages around it. It’s a region dominated by a specific influence, be it cultural, geographical, or biological. A volume is generally anchored by at least one resource (a reliable source of food, light, treasure, etc.) and surrounded by trackless subterranean wilderness: unpredictable, unmappable, and wild.

Volumes are linked not by cardinal directions but by shaky and changing routes: perhaps temporary, definitely circuitous. New connections might be discovered and old ones might vanish as the players gather rumors and Update the Map.

The Map

The players and GM share a public map of all discovered volumes and their current connections. This should ideally be poster-sized and placed in the center of the gaming table. Players should feel free to add annotations, sketches, and notes. Connections are subject to change and should always be drawn in pencil.

The positioning of volumes on the map is arbitrary, since it’s a flat abstraction of a massive three-dimensional labyrinth: just because two volumes are drawn near to each other doesn’t mean they’re actually physically close, nor that there’s easy travel between them. Adjacency is represented by the connecting lines drawn between.

Within a Volume

Volumes are major milestones on your overall journey, destinations you’ve worked hard to reach. They’re places where the characters can rest and recover from a journey, find opportunities to trade and recover Tack, discover and investigate plot threads, and have adventures. Depending on how focused your campaign is on exploration, volumes might be brief pit stops or the sites where the majority of your play time happens.

Though players might learn some information about the world from fellow travelers on the road, it’s in populated volumes where they’ll have the best opportunity to expand their map. Each player can use the Update the Map and Force the Map moves while in a volume, which together simulate much of the traditional rumor-gathering and information-fishing that happens when arriving in a new area.

Rumors. It’s important to keep track of how many Rumors you’ve learned about each volume. You can write these directly on the map next to the volume’s name, or keep track of them separately and add a star or tick mark to the map when you learn a new one.

Tack. Successful journeys through the Down require spending a communal resource called Tack, which represents knowledge begged, borrowed, or stolen about possible routes and hidden pathways. Tack will deplete during a journey as players find tunnels have collapsed, natural or sentient forces have reshaped waypoints, wrong turns are taken, or intel is revealed to be flat-out wrong. Starting a journey with sufficient Tack is vital to arriving safely.

Tack can be collected via Update the Map, given out by the GM as a story reward, found on journeys during Travel Encounters, or won as a bonus for critical successes on a Travel Roll. It can be spent to increase the odds of a successful Travel roll or to force a detail onto the map, and it’s all lost if you crit-fail a Travel roll.

Update the Map

Once per volume, when you chat up the locals for news and rumors, gain 1 Tack and choose 2:

This move is tuned for group sizes of 3-5 players. For 6+ players, choose 1 option instead of 2. For 2 or fewer players, play this move once for the whole party, gaining 6 Tack and choosing 6 options.

Rumors about a volume might include: one of its tags; an abundance or scarcity; its remoteness; folk who might be found there; where to get good food or drink; rumors about the people in charge; its touchstone; an opportunity; or a connection to an ongoing story arc. Rumors are not necessarily accurate.

Force the Map

When you set out to gather more specific information about your surroundings, choose 1, then either pay 1 Tack for an automatic success, or make an appropriate skill check at a difficulty of the GM’s choosing and risk failure or complications. You can’t roll more than once for the same thing in the same volume.

Complications on any kind of information gathering roll generally means someone else has learned something about you that you’d rather they hadn’t. It might also mean you learn something that isn’t necessarily relevant or true.

Journeys

When the party moves from one volume to another, they leave behind one pocket of safety and stability and move into the uncharted depths of the Deep, Deep Down. While volumes are centered around sources of food, light, warmth, or protection, these resources may be scarce in the places between.

Several general rules apply during journeys:

Plan Your Journey

When you set out on a journey to another volume, create a journey clock which starts at 0. Set the journey target number to the Remoteness of your destination (3 for Well-Known, 4 for Sheltered, or 5 for Secretive) and then modify it as follows:

Adjacent means your current and destination volumes have a line between them on the map; connected means you can get from one to the other via a series of such lines.

It’s assumed the party has at least one competent leader, and that everyone else assists with applicable skills (scouting, pathfinding, etc.): this expertise is already factored in. If for some reason no one in the group has travel-related experience, increase the journey target by 1.

Skills or abilities that say you “never get lost” or “always find a perfect route” don’t generally work as advertised in the Down. Your GM may disallow them from the campaign entirely.

And Back Again. It’s up to the GM whether or not to fully play out a journey to a previously visited volume. Doing so can provide fun surprises and plays to the theme of an unpredictable underworld, but sometimes it makes more sense to fast-forward to the next chapter.

No Pit Stops. Just because you’re traveling between two connected volumes doesn’t mean you get to stop at any others on the way. The most direct route between two volumes rarely passes through any known territory. If you want to hit a specific interstitial volume, you need to divide your trip into two smaller journeys.

A Day on the Road

When each day of a journey between volumes begins, ask the GM what terrain you’re traveling through (their Terrain move), then choose an appropriate move:

After completing the move, if you have not yet reached your destination the GM triggers a Travel Encounter. Once this has been resolved, the day’s travel is done: return to A Day on the Road.

Changing your destination. If you decide mid-journey you don’t want to go to your original destination after all, you must play Retreat to get back to where you started, then plan a new journey to a different target from there.

Travel Roll

When a journey move calls for a Travel Roll, pick one character to make it, choosing a relevant skill or ability that makes sense as a test of navigation: Orienteering, Survival, Wisdom, or whatever. It’s fine if someone else makes the next Travel Roll, and if different characters use different skills to make it.

The GM will tell you the base difficulty for the roll. Calculate additional modifiers as follows:

Consult the move that asked you to make the Travel Roll for the results.

Tack must be spent before you make the roll, and is lost regardless of the outcome (unless a move says otherwise). Note that it’s important to hold some Tack in reserve for your final Arrive move.

Journey On

When the group decides to push on towards their destination, make a Travel Roll.

Lost

When you begin a travel day without any Tack, you are lost. You no longer have a clear idea of how to either get where you were going or return from whence you came. Make a Travel Roll:

You are no longer lost if you gain even 1 Tack, making this a useful reward for GMs to dangle during encounters while lost.

Arrive

When you begin a travel day with a journey clock that meets or exceeds your target, you are arriving… somewhere. Make a final Travel Roll, spending as much remaining Tack as you like. If you are lost, however (with no Tack to spend), take a double Penalty to the roll instead.

Retreat

When the party gives up on a journey and tries to retreat back to the volume they started from, play the Arrive move, but for “destination” read as the volume you set out from. You can’t Retreat while lost unless a move specifies otherwise.

Encamp

When the party rests up for a day rather than pushing on, no progress is made towards your destination, but you have a chance to heal, reorient, and gather resources. You cannot Encamp while lost (out of Tack) unless a move specifies otherwise.

Each player can choose one activity from the Active or Passive Encamp Action tables below. NPCs may choose a Passive action, or assist a PC with their action to grant a Bonus.

Magic-users additionally recover half the spells they’d normally regain from a full rest when Encamping.

Table of Active Encamp Actions

Each PC chooses one Active or Passive action.

If Scout or Cover Your Tracks produces no result, describe something strange or beautiful you find in the nearby area, or a conversation you have with someone back at camp.

Table of Passive Encamp Actions

PCs or NPCs can take Passive actions.

Encamping for a single day triggers no encounters. However, on the second and subsequent days at the same campsite, the GM Raises the Danger and a Travel Encounters are triggered as normal. In addition, a character can only attempt each Active task once per campsite.

The GM has three moves to play during journeys:

Fungi

Mycelia grow in all conceivable shapes and sizes in the Down, and are used for every conceivable purpose: building material, dyes, clothes, light sources, recreational drugs, and food (although most fungi isn’t edible, and some is actively poisonous). Some mushrooms are even intelligent: don’t eat those, either. Experienced travelers can learn the careful art of fungal foraging, and gain useful resources for themselves or to sell along the way: with different forms of currency abounding, useful fungi are the closest thing to a stable trade good.

Fungal Foraging is a new skill which characters can learn on journeys from anyone who already knows it. It should begin equivalent to other first-level skills in your system; you can use regular advancement rules to improve it when appropriate.

Foraging

When you spend a day Encamped hunting for mushrooms, and have the Fungal Foraging skill, roll it:

Sampling. For an unidentified fungus you didn’t forage yourself, any character regardless of skill level can try taking a nibble to guess its primary effects. The GM will give a vague clue.

Table of Fungal Effects

Roll 2d20 for the primary effect only of the batch of fungus found (side effects are rolled later).

Roll Sell
Price
Primary Effect Side Effect (reverse of Primary if blank)
2-3 Roll again twice
4 $ Sharpened hearing Deafness
5 $$$ Become shadowy and hard-to-see; Penalty to being perceived You glow brightly
6 $$$ Mild precognition: Bonus on reaction check and can’t be surprised.
7 $$ Ignore lose all Tack results on your Travel Rolls Double crit fail range for Travel Rolls
8 $ Become lighter, as if in one third normal gravity
9 $$ Rarely need to d4: eat/drink/breathe/sleep
10 $$ Can smell spores: Double Bonus to Foraging
11 $$ You smell like the Down; double Penalty to being tracked
12 $ Sparkling eyes: Bonus to NPC interactions 50% chance for them to flee in horror
13 $ Rarely afraid
14 $$ Become 25% d4: smaller/larger/wider/taller
15 $$ Heightened awareness of detail (Bonus on relevant skill checks) Hallucinations
16 $$ Bonus to a random stat (d6; fixed per batch
17 $ Effects of Exhaustion temporarily halved
18 $$ Minor healing
19 $$ +d4 (d20) or +1 (2d6) per Travel roll
20 $ Mushrations: edible, as 1 ration Terrible nausea: Penalty on all rolls
21 $ Fungwrung: when squeezed, intoxicating liquid comes out …which gets you blackout drunk
22 $$ Highly resistant to d4: fire/cold/poison/magic
23 $ Language-learning booster: with 7 doses and study with a native speaker, learn a new language in a week become violently allergic to the Fuzz
24 $ Fall into a deep sleep and get one normal full rest nightmares & can’t sleep at all: gain 1 point of Exhaustion
25 $$ Recover all spell abilities Using magic triggers unexpected side effects
26 $$ Commanding voice: Bonus to getting people to do what you say. Voice becomes high-pitched and everything is hilarious
27 $$ Beserker: Bonus to all combat rolls. Same, but can’t resist a fight
28 $$ Become repugnant to undead
29 $ Sense nearby danger by touching rock. Frequent nosebleeds
30 $$ Become loved by d4: animals/monsters/people/plants
31 $$$ Major healing
32 $$$ Grippy-hands: move on walls or ceilings at half speed Can’t walk a straight line
33 $ Extreme enthusiasm for everything Lethargy
34 $ See details at a much greater distance Blindness
35 $$ Speak with mushrooms. Mushrooms won’t stop speaking to you
36 $ Skin changes color based on your emotions, like a mood ring You only think you can see this happening and are insufferable about it
37 $$$ No effect but highly prized by collectors. As spicy as the spiciest hot pepper
38 $$ Your left hand can find secret things. Your left hand is now controlled by the player on your left
39-40 Roll again twice

When you successfully forage, you find d4+ doses with the given fungal effect, where the plus means 4’s explode: if you roll a 4, you’ve found 4 + d4+ doses, and so on.

Invent a name for your find, or use the Table of Fungal Names, and keep track of the batches you’ve found.

Dollar signs indicate approximate selling price per dose. $ = a drink or meal; $$ = a minor potion or small gem; $$$ = a good weapon or nice scroll; $$$$ = a trained mount.

Effects last around 24 hours, except where noted.

Table of Fungal Names

Pick a word from the left column and a word from the right.

green truffles
black morels
honey buttons
white ladies
purple chanterelles
blood ettinheads
jellied trumpets
mud coral
slime stalks
prickly cups
crunchy angels
sweet tufts
bitter boys
milky puffballs
spongy toadstools
frilly stinkhorns
shaggy sludge
glowing coils
shrieking caps
giant pfifferlings

Side Effects

When you ingest the first dose of a batch of fungus, roll 2d6. For each 1, roll again on the Table of Fungal Effects for a side effect. If none is listed, reverse the row’s primary effect: bonuses become penalties, healing becomes damage, and so on. The side effects of a batch should be marked down along with the its primary effect. Side effects also last around 24 hours, unless you rolled double 1s, in which case both effects last until you can get that looked at by a professional.

You must suffer through the side effects on the first dose of a batch. Subsequently, you can choose to make a saving throw to avoid them. You lose the chance to save if under the influence of multiple fungi at once.

Selling Fungi

A batch or two of unwanted fungi can be sold to an interested buyer for the listed price. If the current volume has a relevant abundance or scarcity, though, that might bump the price up or down. Sellers can often negotiate an improved price if they give an accurate report of the batch’s side effects.

Except for mushrations and fungwrung, which are sold everywhere, vending fungi in larger quantities is a much dicier proposition. The fungal druggist guilds (see next section) exert a tight control on markets throughout the Down, and come after unlicensed peddlers distributing what they demonize as “dangerous, raw, untested, unrefined” mushrooms. The real danger, naturally, is not giving them a cut. If you find a rare seller willing to risk deadly guild reprisals, roll three times on the Table of Fungal Effects to see what’s for sale, and increase the listed price by one $.

The Fungal Druggists

Distilling fungi into more potent medicines (or, let’s be clear: drugs) is among the Down’s most widespread and lucrative economic engines. The druggist guilds have monopolized sales of processed fungi, and their chapters are nearly everywhere: any community of decent size has at least one vendor, regardless of local laws on the matter.

While wild mushrooms are found at random, drugs with specific effects can be purchased, and at greater potency. Users, however, take on a random and unknown risk of addiction.

Buying drugs works like foraging for raw fungi, with the following exceptions:

Addiction

Any time a drug from a particular batch is used, roll percentile. The GM says whether the roll is under the batch’s secret Addictiveness number (between 1 and 20). If it is, you have become addicted to this particular Fungal Effect.

An addict needs to feel this effect each day, or suffer…

Addiction Consequences

When you miss a daily dose of a fungal effect you’re addicted to, make a saving throw. If you fail, gain a point of exhaustion.

When you reach a new level of exhaustion from your addiction for the first time, record a new Addict Behavior on your character sheet and explain how it manifests.

Ideas: an obsession, a compulsion, a fear, a physical tic, an antisocial behavior, a waning interest or relationship, altered perceptions, a loss of focus or passion

When you fail (or complicate) a roll because of addiction exhaustion, ask someone else to choose 1:

Taking a dose of any drug or fungus with this effect immediately recovers all exhaustion gained via any method.

If your addiction pushes you to six points of exhaustion, instead of dying you break the addiction and no longer need this fungal effect. You remain exhausted, but can now recover via normal means (losing one exhaustion point per day of rest).

Addiction can’t be cured by normal healing. It requires something special in the fiction, or at the very least a visit to a druggist who will happily overcharge you for a special Detox drug (itself with its own secret Addictiveness number).

Poison

Drugs intended for other people still offer a risk of addiction to the preparer each time they are deployed: the effects of partial skin contact can be just as seductive as ingestion.

Running Downcrawl

Starting a Campaign

Downcrawl can work as a standalone campaign, or as a new challenge in an existing one. Here are some tips for getting started.

No Perfect Navigation Abilities. Many roleplaying games have easily accessible abilities (first-level spells or racial/class features) that eliminate common surface concerns like getting lost or navigating through wilderness successfully. The journey mechanics assume a world without such abilities, so you’re encouraged to house rule them away or make them much more limited in scope. For ongoing campaigns, allow any players who already have such skills to retrain with something new, so they don’t feel put out.

Getting There. Some ideas for how surface characters might have gotten to the Down, either as a campaign transition or backstory just before the game begins:

Table of Origins

Roll d10.

Roll Result
1 Scientific spelunking expedition got seriously lost
2 Upset the wrong wizard
3 Fell into bottomless chasm on lowest dungeon level
4 Enslaved by evil Folk from the Down
5 Ship sucked into a mile-wide whirlpool
6 Stone of teleportation struck by lightning just as you touched it
7 Those gnomes could build a lava submarine; didn’t stop to think if they should
8 Earthquake drops favorite tavern into giant crack in the ground, spills your ale
9 Oops: sailed off the edge of the world
10 You just wake up down there, a strange glowing symbol on each wrist

Prep

Before the First Session. To prepare a Downcrawl campaign, first do these things:

The First Session. A good way to start is to put the characters in a small, hand-crafted volume with an immediate challenge to solve (escaping from prison, surviving a flood, etc.). Introduce the Map moves so they can start gathering information. Once they’re ready to strike out on their first journey, explain the journey rules.

Between Sessions

Create new volumes, especially if your Guidebook is running low on undiscovered places. You always want more Deep, Deep Down ready, especially in response to Map moves.

You might also want to dream up a new Folk or two, especially if the players are headed toward a new area.

Keep in mind what the players were most excited by last session, and what they seem to be most looking forward to. Are there cool items or abilities they haven’t gotten to use in a while? Is it time for them to get a new magic weapon?

Think about unfinished business and ongoing story threads you want to keep active, and some appropriate nudges for each, which might take the form of Opportunities in local volumes. Think about whether the party’s actions in the last session might have caused changes in the world, and update your notes accordingly. Brainstorm a new monster or two. If the party has been hanging out in the same volume for a while, maybe create a few new Opportunities for it, or sketch out a new NPC or location.

Keep an open mind and let player interests guide your prep.

The Map and Guidebook

While it may seem to players like the Update and Force the Map moves are revealing pieces of some great hidden atlas, in fact the map gets made up as you go along. The player’s map is the GM’s map. You might have unknown volumes in your Guidebook which they haven’t heard of yet, but connections between volumes aren’t predetermined: they only come into existence when players ask questions about the world.

It’s important for GMs to realize that once a volume is known (on the map), the players can try to go there. You can make it a harder trip by never giving out Rumors about it, not connecting it to other volumes, and not introducing NPCs who’ve been there before. But none of these actually prevents an attempt to journey there.

If you really don’t want them to go somewhere yet, put the volume in a different Region, or don’t reveal its name (in which case players might write down notes about it, but can’t actually add it to the map). Alternatively, maybe the players can get to the volume but not to all the places within it: they don’t have the right key, social clout, combat skills, or whatever. Make sure the players understand they might not be prepared before they waste a journey.

Player Map Moves

Force the Map gives players a lot of power, and that’s fine. It’s a way for them to tell you what they want to happen next. You don’t always need to give them what they want right away–note that several options allow for some waffling–but don’t ignore this signal, either.

If you enjoy giving your players more creative input, try deflecting a Map question onto another player. Add what they say to your Guidebook and flesh it out as you go, or between sessions. This can be a great source of interesting new ideas and helps get players more invested in the storytelling.

When adding or removing connections in response to Map moves, aim to create constellations: clusters of connected but isolated volumes. This maximizes the impact of connections (creating distinctions between destinations that are adjacent, connected, and unconnected), thereby providing incentives to discover new routes and link up distant places.

Tack

Players are generally wise to start a journey with at least 5-7 Tack, more if the trip will be especially hard (although it’s fine if you want to let them learn this by trial and error). In addition to gaining Tack from Update the Map moves, feel free to give it out as an occasional reward, both within a volume and during journeys, and especially when they learn something useful or interesting about the world. 1 Tack is a good standard reward; give 2 or 3 for special occasions.

The party loses all Tack if they crit miss on a Travel Roll, and are incentivized to spend any remaining at the end of a journey to bolster their Arrival, so you shouldn’t have to worry about stockpiling.

You generally won’t need to invent new ways to deplete Tack, but losing some might be an appropriate consequence for particular story developments (the players learn they’ve gotten bad intel, something’s made navigation between volumes more difficult, and so on).

Journeys

Travel Rolls should be set up such that characters will succeed a bit over half the time (with this perhaps getting somewhat easier as they level up). For a d20 system, that might mean a target number of 12 (assuming a relevant first-level skill check at +4). For a 2d6 system, a Travel roll should pretty much always be at +1 before situational modifiers, regardless of a character’s skills or abilities: much higher than this and journeys become too predictable.

Remember that players can’t recover their full equilibrium while on a journey: no long rests, full recoveries, or whatever your system’s equivalent is for “reset to 100%.” You want the characters entering into situations with their resources somewhat depleted and feeling precarious. Remind magic-users running out of options, though, that Encamp will recharge half their spells.

Regions

If your map’s getting cluttered, or you’d like to move a long-running campaign forward into a new act, you can introduce a new Region. Each region has its own map. Rules about moving between volumes only apply to those within the same region. The party can only enter a different region through a special Border Volume that connects a volume in one region to a volume in another. (This means traveling between regions will always take at least two journeys.) Consider making customized Border Volumes, rather than randomly generating them, so they feel like important transition points in the overall story.

GM Travel Moves

Raise or Lower the Danger

When the players move into a more dangerous area, make foolish decisions that increase their risk, or aren’t being threatened or challenged, increase danger by one level, up to a max of +2. Say how they are being stalked, chased, or threatened. Apply this modifier to the top die in all initial Travel Encounter rolls, and to rolls on the Table of Terrain Consequences.

When the players move into safer terrain, make smart decisions that increase their chances of long-term survival, or are at risk of being overwhelmed, lower danger by one level, down to a min of +0. Say how the risk has been reduced.

Terrain Move

When the players begin a day of travel, describe a new detail about the current terrain, or roll on the Table of Terrains and describe how they transition to this new terrain type during their day’s journey.

Optional Rule: Also roll on the Table of Terrain Consequences for a temporary effect that applies to this day’s journey. Add the Danger to this roll.

Table of Terrain Consequences

Roll d10 and add the Danger.

1 Familiar: Bonuses from spent Tack are doubled
2 Easy-going: Bonus on Travel Rolls
3 Safe Haven: Bonus on rolls while Encamped
4-5 No consequence
6 One-Way: Can’t Retreat
7 Exposed: Can’t Encamp
8 Difficult: Penalty on Travel Rolls
9 Maze: Can’t spend Tack on rolls
10+ Dangerous: During Travel Encounter rolls, any Opportunity becomes a Threat.

For Travel Encounters, see the later section.

Campaign Arcs

It’s fine to run Downcrawl as a pure randomized hexcrawl. Recurring story threads and large-scale goals will naturally emerge from the way your players interact with the people, encounters, and places you create. If you want to set up an overall direction for the campaign, however, here are some ideas.

Going Up

Getting back home to the Surface is the most obvious goal, but it won’t be easy. Have the party pass through several Regions before nearing their destination, following leads and red herrings all the way. The passage can’t be easy, or more would have found it. Some final boundary will doubtless take truly heroic effort to cross.

Going Down

Or maybe the players want to find out what’s at The Bottom: the center of the world? The final turtle? An endless fire, a land of a trillion demons? Or even the End of All Rock, a vastness stretching down into a black broken only by distant twinkling lights? All or none of these legends might be true. Reaching the Bottom should be as difficult as reaching the Top.

The Ultimate Treasure

Somewhere down here, a legendary treasure lies buried. Maybe seeking it is how the group ended up in the Down in the first place. It should be no ordinary horde, but something truly epic: the secret library of a lost empire, the artifact that can save the world, the remnants of creation. Others will surely be seeking it too.

The Ultimate Villain

Something sleeps deep beneath the earth, and if it wakes It Will Be Bad. Its lair is well-hidden, and will take many clues and journeys to uncover. Its home volume may be surrounded by others in thrall to it, in terror of it, or fighting a hopeless battle to keep it contained. Gathering what’s needed to keep it asleep or subdued, or defeat it, if the worst comes, will be epic undertakings.

Far From Home

This is a good option if you want to make a group of characters who are natives of the Down setting out for its most distant corners. Perhaps they’ve heard tales of a far-off land unlike anything they’ve ever seen. Maybe they aim to create an impossible atlas, or just travel farther than anyone has before. Their journey might take them through several Regions, each introducing a new unexpected and pervasive strangeness.

 


 

I hope you're enjoying this free version of Downcrawl. The full version is a 60-page book featuring gorgeous woodcut art of caves, maps, and creature from vintage books; additional examples of play and rules clarifications; and more sample Folk and Volumes. It's available now in print and PDF from DriveThruRPG. Here's those sample pages again, and the cover:

 

 

 

Also available on DriveThruRPG: Ten Down, a 30-page supplement for Downcrawl with ten pre-generated volumes ready to drop in to your campaign. Explore undersea empires rules by jellyfish philosophers, haunted libraries buried under shifting sand, a grand concourse where routes from many parts of the Down join together, oozy tunnels where strange monsters and stranger fungus can be found, and more.

Ten Down logo
Buy in PDF now on DriveThruRPG for $4!



 

Generators

Creating Folk

The GM keeps a catalogue of each Folk thus far invented, called, naturally, the Folk Lore. For a new campaign, seed this with at least four Folk, either chosen from the Example Folk or randomly generated with the Folk Generator. Create one or two more Folk between each session.

Your Folk Lore will never stop growing: there are always more strange cultures and creatures waiting to be met. Eventually, you’ll have a whole palette of weird and interesting peoples inhabiting your underworld.

1. Basic Concept

Each Folk is seeded by two ideas. To generate each:

  1. Roll on the Table of Folk Ideas for a verb.
  2. Roll on the Table of Folk Idea Connections to see where to get a noun.
  3. Depending on that result, roll on the given table or choose from the given list for the noun.

Once you have two ideas that intrigue you, summarize them in a sentence or two and move on.

Example: The GM rolls d20 and d10 on the Table of Folk Ideas for a starting concept, and gets a 9 and a 5 (odd) for the result “Searching for the perfect…” Next, they roll d4 on the Table of Folk Idea Connections and get 1: a Terrain. Flipping to the Terrain table, they roll d100 and get 67: Underground Sea. The first core idea for this folk is that they are searching the Down for the perfect underwater ocean.

Next, the GM rolls d20 and d10 again and gets 18 and 2 (even): “Code of conduct based around…” Since this result provides its own subject, they roll d4 directly to get 2: “Truth.” The second idea for this folk is that they have a code of conduct based around absolute truths. That’s two ideas, so the GM’s ready to move on to step 2: the Folk’s appearance.

Table of Folk Ideas

Roll d20 and any other die; use the second die to pick the odd or even column.

Odd Even
1 Experts Strange relationship
2 Worship Conceptual opposite
3 Love Trade for/with
4 Need Hate
5 Hunt for/in Disgusted by
6 Protect Perfected survival in/with
7 Create Destroy
8 Known for Can’t come near
9 Searching for the perfect Were once almost destroyed by
10 Evolved to live in/with Exiled from/by
11 Rarely venture far from Escaping
12 Their legends speak of a great Feel superior to
13 Mental/mystical connection to Parasites of
14 Want to improve Only once in their lives do they approach
15 Symbolic affinity Extremists
16 Love/Hate relationship Exploit
For these results, roll connection here instead of via the Table of Folk Idea Connections
17 Made of d4: Machinery, a Primal Element, Hybrid Parts, Dead Pieces Great makers in the domain of d6: War, Work, Food, Infrastructure, Textiles, Art
18 Navel-gazing, devoted to their own d4: Minds, Bodies, Beliefs, Works Code of conduct based around d4: Honor, Truth, Aesthetics, Economics
19 Gender, d8: One, Performative, Three, Changeable, Private, Unimportant, Unequal, Complex Roll again for how they relate to d6: Music, Performance, Sculpture, Painting, Stories, Architecture
20 Reproduction, d4: Egg-laying, Mitosis, Recruitment, Rare Language based on d4: Light, Subsonics, Smell, Movements

Table of Folk Idea Connections

Roll d4.

1 a Terrain
2 a Resource
3 a Volume (in your Guidebook)
4 another Folk (from your Folk Lore)

2. Appearance

Roll twice on the Table of Folk Appearances (selecting a parenthetical option, if any), and let the results inspire a basic look. You can loosely interpret or discard anything you don’t like, but be open to radical ideas.

Most results might be interpreted in many different ways. “Bones and rot” and “Heat and flames” could mean zombies with burning eyes, or a folk who paint their bodies with a vibrant red-orange paint that smells like death.

Table of Folk Appearances

Roll d20 and any other die; use the second die to pick the odd or even column.

Odd Even
1 Huge Large
2 Small Tiny
3 Arms none, many, long, tentacles Nose beak, trunk, sensitive, none
4 Legs one, four, many, long, multi-jointed Face kindly, distorted, more than one, none
5 Eyes strange, enchanted, many, one Sounds noisy, silent, captivating, painful
6 Head enlarged, unusually positioned, multiple, none Smells overpowering, sweet, distinctive, mimicry
7 Hair strange, styled, lots, none Shadows and translucence
8 Stone and earth Heat and flames
9 Gills and scales Claws and teeth
10 Sleek and muscled Antlers or horns
11 Gears and machinery Moss and fungus
12 Wings or feathers Humps and pouches
13 Hybrids and mutants Snouts and tails
14 Bones and rot Squishy or gelatinous
15 Twins or packs Whiskered or bearded
16 Shells or spines Colorful
17 Simple costume rags; monochrome, practical, none Elaborate costume robes, silks, armor, ceremonial
18 Need costume to survive rebreather, armored suit, wheeled tank, magic helm Movement graceful, clumsy, unusual, infrequent
19 Memories short, long, specific, strange Insensate blind, color-blind, deaf, only hear high/low frequencies
20 Mercurial shapeshifters, illusionists, planewalkers, masked Magic potent in, sustained by, withered from, immune to

Rolls with seemingly contradictory results are the best, because they let you stretch your creativity. Got both huge and tiny? Maybe these folk are huge for snails, but tiny for people. Maybe they have huge eyes but tiny teeth. Maybe they’re tiny in reality but use latent mental powers to loom large in the minds of others. Go wild.

Reputation

Roll twice on the Table of Reputations to learn how these Folk are seen by others. Again, you can loosely interpret or discard anything you don’t like, but be open to radical ideas.

Reputation is the way others would describe these folk in a word or two. This is a kind of stereotype, and should be treated as such: a broad generalization at best, slander at worst. Perhaps a folk deliberately chooses to be seen this way to hide a deeper truth, or perhaps only some outsiders think of them like this while others think the opposite. Individuals might have as much or little relation to this as a specific human does to a statement like “All humans are arrogant.” Make this a starting point, not a complete characterization.

Table of Reputations

Roll d20 and any other die; use the second die to pick the odd or even column.

Odd Even
1 Powerful Lazy
2 Mysterious Cheerful
3 Pushovers Inconsequential
4 Respected Superstitious
5 Power-hungry Industrious
6 Fallen Religious
7 Doomed Violent
8 Unpredictable Clumsy
9 Reliable Scary
10 Ingenious Gross
11 Tastemakers Boring
12 Found everywhere Destined for greatness
13 Poor Kindly
14 Ridiculous Stupid
15 Pitiable Introspective
16 Dour Unforgivable
17 Uncivilized Socially invisible
18 Revered Religious
19 Untrustworthy Scatterbrained
20 Decadent Curious

Name

If you haven’t yet, give these folk a name. You can use online fantasy name generators, or find an etymological dictionary and look up real archaic words relating to the folk’s core concepts, but I like to use a quicker method:

  1. Write down the first and most obvious thing that comes to mind. Spider-folk that live in cold caves? Maybe Ice Spiders or Cold Crawlers. If you like what you wrote, just go with it: it’ll be easy for both you and your players to remember.

  2. If you don’t like what you wrote, rearrange the letters until you find a few syllables that sound fantastical and interesting. From the letters in “Ice Spiders” you could get Sedri, Pridic, Redisps, or Dris. Adjust spelling and format as necessary (The Ridisps, Spiders of Driss, the Lost Sedrians).

Creating Volumes

Volumes are the stages for your ongoing story, places of wonder and possibility worthy of journeying towards and spending time in. The next few pages will help you generate these special places: except the process to take from twenty minutes to an hour per volume, depending on how fast inspiration strikes and how much fleshing out you want to do.

Keep all created volumes together in a physical or digital Guidebook, and update it when new information is invented or discovered. A volume is unknown if the players have never heard of it: as soon as they have, it gets added to the map and becomes known, even if it has no connections yet to other volumes.

1. Determine volume themes

Skip this step if you already have a concept for the volume in mind (say, a pitch-black prison fortress). Otherwise, roll twice on the Table of Volume Themes.

Table of Volume Themes

Roll 2d8 and read as two numbers, from top to bottom as the dice fell.

1-1 Anarchy 5-1 Mecca
1-2 War Zone 5-2 Lap of Luxury
1-3 Rebellion 5-3 Poverty
1-4 Colony 5-4 Kingdom
1-5 In Decline 5-5 Empire
1-6 Booming 5-6 Gears and mechanisms
1-7 Cultural Upheaval 5-7 Rare Resource
1-8 Radical Lifestyle 5-8 Necropolis
2-1 Failed State 6-1 Great City
2-2 Second Chance 6-2 Scattered Holdfasts
2-3 Exiles 6-3 Lazy Villages
2-4 Isolationist 6-4 Rival Forces
2-5 Forbidden Knowledge 6-5 Dictator
2-6 Impending Doom 6-6 Decadent
2-7 Melting Pot 6-7 Library
2-8 Quarantined 6-8 Prison
3-1 Rare Magic 7-1 Crusaders
3-2 Barely Contained Magic 7-2 Monster City
3-3 Ruined by Magic 7-3 Weird City
3-4 University 7-4 Legendary
3-5 Lair 7-5 Crossroads
3-6 Monumental Project 7-6 Grand Market
3-7 Profoundly Weird 7-7 Utopia
3-8 Last Bastion 7-8 Mining Operation
4-1 Trading Post 8-1 Holy Site
4-2 Wasteland 8-2 Repugnant

For results below, also roll d4: Ruled by, Famous for, Hostile to, Unusual

4-3 Mages                              8-3 Artists                          
4-4 Farmers 8-4 Undead
4-5 Elementals 8-5 Sages
4-6 Merchants 8-6 Warriors
4-7 Nomads 8-7 Hunters
4-8 Priests 8-8 Makers

2. Terrain

Next, roll twice on the Table of Terrains to establish the general environs of this volume.

Table of Terrains

Roll d100. If your number is 60 or under, get a second word by either reading straight across, or rolling again, swapping digits or rerolling for a result under 60.

1-2 Obsidian Galleries
3-4 Granite Cliffs
5-6 Winding Road
7-8 Fractured Badlands
9-10 Deep Trench
11-12 Narrow Labyrinth
13-14 Spacious Passages
15-16 Vertical Junction
17-18 Steep Causeways
19-20 Flooded Caverns
21-22 Dripping Mines
23-24 Muddy Riverbed
25-26 Sandy Plains
27-28 Crumbling Crypts
29-30 Sulfur Vents
31-32 Ice Caves
33-34 Misty Warrens
35-36 Marshy Meadows
37-38 Artificial Shafts
39-40 Crystal Jumble
41-42 Gem-studded Grottos
43-44 Endless Ruins
45-46 Fungus-choked Crawlways
47-48 Lava Wasteland
49-50 Noxious Tunnels
51-52 Giant’s Halls
53-54 Jagged Canyons
55-56 Ashen Shore
57-58 Steaming Chasms
59-60 Haunted Maze
61 Wormcasts
62 Lava Tubes
63 Vertical Rivers
64 Suspended over dropoff
65 Edge
66 River System
67 Underground Sea
68 Magical Darkness
69 Flowing Magma
70 Wildlife Refuge
71 Limestone Wonderland
72 Ooze
73 Roots of the Earthtree
74 Fungal Jungle
75 Sandstone Arches
76 Boulder Fields and Scree
77 Massive Pillars
78 Seismically Unstable
79 Twisted
80 Mostly Underwater
81 Enchanted
82 Cavern Network
83 Vast Chamber
84 Geysers
85 Sand Dunes
86 Antimagic Zone
87 Veins of Ore
88 Mushroom Forest
89 Rushing Wind
90 Spider Burrows
91 Salt Mines
92 Island
93 Ancient Battlefield
94 Railroad
95 Ossuary
96 Nesting Grounds
97 Hunting Grounds
98 Hot Springs
99 Migration Route
100 Strange Physics
(gravity, motion, time, etc.)

3. Basic Sketch

Let the ideas prompted by your theme and terrain rolls percolate for a minute. Try to reconcile them together into a coherent whole. Once you’ve got the spark of an idea, write it down in sketch of a couple sentences.

4. Give it a name

It’s okay to be obvious: “The Icy Caverns” is fine. If you want to punch it up, troll through your dictionary or thesaurus, especially for synonyms marked “obscure” or “archaic” (“The Rime Grottos,” or “The Burrows of Frigid Winds”).

5. Decide what’s abundant and scarce

Based on your sketch:

Flesh out the Abundances and Scarcities with a few clarifying notes, if necessary, and add or remove others if the fiction suggests.

Table of Resource Types

Roll d20 + d10.

2 Privacy
3 Fuzz
4 Harmless Animals
5 Leaders
6 Architecture
7 Defenses
8 Skilled Labor
9 Tack
10 Food
11 Magic
12 Useful Animals
13 Trade
14 Wealth
15 Light
16 Monsters
17 Fungus
18 Water
19 Heat
20 Drugs
21 People
22 Religion
23 Safety
24 Community
25 Art/Culture
26 Patience
27 Medicine/Healing
28 Air
29 Open space
30 Knowledge

6. Inhabitants

Choose two peoples from your Folk Lore that are commonly found here: one Folk the players have encountered before, and one Folk they haven’t. (For your earliest volumes, of course, they’ll both necessarily be new.) What is the relationship in this volume between these two peoples: friendship, subjugation, indifference, uneasy alliance? How do the residents of this volume differ from each Folk’s default norms and reputations?

Alternatively, perhaps this volume is a true melting pot where folk of all kinds can be found, an isolated monoculture where outsiders are rare, or a lonely place with few or no inhabitants.

7. Remoteness

Decide how difficult this volume is to find. This might be implied by the fiction, or you can roll d3.

  1. Well-Known (base 3 difficulty to reach)
  2. Sheltered (base 4 difficulty to reach)
  3. Secret (base 5 difficulty to reach)

8. Create a Touchstone

Each volume has a touchstone, something massively strange and massively wonderful. It might be the coolest thing in the volume, something representative of the place as a whole, the obvious reason for its existence, or something hidden. But it’s definitely something the party will hear about and maybe interact with during their visit. Give the touchstone a short description (a sentence or two).

The touchstone should grow from the ideas you’ve created so far in your volume, so there’s not a table for it: but here’s a few nudges to spark your imagination.

palace, tavern, library, dungeon, festival, university, tower, fortress, curiosities shoppe, ossuary, avenue, speakeasy, specialty market, zoo, monument, haunted battlefield, queen, art gallery, secret garden, arena, exclusive club, salon, bookshop, vista, town square, park, grove, clock, factory, machine, wonder of the Down, map, castle, immortal, pier, ride, train, wall, theater, circus, tomb, portal, pit, temple, graveyard, mystery, competition, phenomenon

9. Make Opportunities

Pulling from everything created so far, come up with 3-5 intriguing opportunities here. These might be events the party can’t help but get involved in, NPCs with interesting problems or offers, places that demand exploration, or dangers waiting to be unleashed.

Opportunities are story hooks to offer players as they explore the volume. You can develop them in advance as much or as little as you like, depending on how much you enjoy improvising on the fly. I like to keep them open-ended, writing a sentence or two for each, and maybe an NPC name and core concept if I think I might need it.

Here are a couple techniques for brainstorming opportunities:

10. Finishing Touches

Add any final notes to your Guidebook, and update other notes like your Folk Lore if you invented anything new along the way. That’s it: your volume’s ready to be added to the map the next time the players hear news about the world.

Think of your stock of created volumes like a palette of colors you can use to respond to the way the players direct the story. Have you created a mystic library? If the players find themselves in need of a scholar or a translation, drop rumors of a new route opening up to it and give them some Tack. Action trailing off? Have a threat from an unvisited volume attack them and leave a clue as to its origins. If the players have a half-dozen unvisited place-names on their map they’re dying to get to, you’re doing things right.

Encounters

Within volumes, tailor encounters to the ongoing storyline and plot threads you or the players want to develop. But during journeys, play the Travel Encounter move each travel day.

Travel Encounter

When the players have resolved their journey rolls for a day’s travel, roll 3d6 and read the dice from top to bottom.

The top die sets the general tenor of the encounter. Add the Danger modifier (if any) to this die only.

1-2 Opportunity
3 No Encounter
4-5 Challenge
6+ Threat

Opportunities and Threats are fairly straightforward rewards or setbacks the players might encounter. Use the middle and bottom dice of your 3d6 roll to get a specific result on the Opportunity or Threat tables. Depending on your preferences and desired pacing, you can either roleplay these out as full encounters, or present them in a straightforward summary (maybe giving players a single die roll to claim or avoid them).

A Challenge is a more complex encounter with potential for both danger and reward. The players might reap either or both depending on how they approach the situation.

When you roll a Challenge:

It’s always up to the GM whether an encounter includes a threat of combat. Create your own campaign-appropriate random monster table if you like, or hand-pick something from your arsenal that makes sense given the terrain and context.

Okay, fine: if you want a purely random result, include combat whenever the middle die of your 3d6 roll is odd.

Table of Opportunities

Something the players can get without too much trouble, either for free or with an easy skill check. Use the upper d6 for category and lower d6 for subcategory; parentheticals for inspiration.

1 Treasure
1 Currency from the origin volume
2 Currency from the destination
3 A rare or common resource in the origin or destination
4 Merchant snack vendor, fungus seller, drug dealer, bookseller, weaponsmith
5 Magic item weapon, armor, ring, wand, potion, etc.
6 Valuables artwork, useful tools, trade goods
2 Shelter
1-2 Bonus to Encamp rolls the next day
3-4 As 1-2, and roll again on this table for something found here
5-6 As 1-2, but already occupied negotiation may be in order
3 Tack
1-2 find 1 Tack
3-4 find 2 Tack
5-6 find d4 Tack
abandoned railway, map scrawled on wall, travelers with directions, tracks, signpost, ancient parchment, landmark, sudden memory, funny feeling
4 Information
1-2 Roll again for the next Travel Encounter and save the result: the players learn a useful or interesting piece of foreshadowing about it
3 Roll for tomorrow’s Terrain: if the players act to prepare, give them a Bonus on relevant rolls made the next day.
4 Connection to a plot thread in the overall campaign story
5 Useful or interesting Rumor about their destination
6 Useful or interesting Rumor about somewhere else
5 Resources
1 Healing potion, naturally beneficial springs, magic, travelling cleric
2 Magic regenerating pool, scroll, spellbook, beneficial runes
3 Good meal remove 1 Exhaustion
4 Tokens of safety: Lower the Danger
5 Allies potential followers, fans, old friends, kindly wanderers
6 Fungus roll on Table of Fungal Effects
6 Environmental
The terrain the players are passing through is especially beautiful, weird, or memorable: give them an awe-inspiring description. Words: intricate, prismatic, exquisite, stunning, dazzling, musical, marvelous, wonderland, alarming, breathtaking, daunting, formidable, magnificent, fantastic, echoing, striking, splendor, majestic

Table of Threats

When appropriate, let players make a saving throw or other hard check to avoid. Use the upper d6 for category and lower d6 for subcategory; parentheticals for inspiration.

1 Threaten Treasure
1 Currency toll, tax-collectors, coin-eating fiends, gambling den, muggers
2 Rot mushrooms, documents, rations, books/scrolls
3 Theft critters, cutpurse, “friendly” travelers, just gone
4 Cursed whispers, phylactary, undroppable, obsession, “has that always been glowing?”
5 Devalued traveling appraiser, economic reform, illusion, oversaturated markets
6 Charity good cause, desperate family, traveling circus, ally in need, magic wishing well
2 Threaten Shelter can’t Encamp next day
1-3 Rough region slippery, ghoul-infested, sulfur vent, cave ants, awful noise
4-5 Already occupied monsters, lepers, hunters
6 Can’t stop moving rising water/lava, swarm, piercing wind, undead, enemy army
3 Exhaustion
1-3 Treacherous terrain mud, steep, sharp, drop-off, ooze, water
4-5 Bad air disease, allergic, extreme temperature, coal dust
6 Food rotten or stolen
4 Threaten Companions reroll if none
1 Illness bad water/food/air, pox, shivers, detox,
2 Redshirted one wrong step, thing in the shadows, got lost
3 Change of heart betrayal, homesick, identity crisis, news from home, better offer
4 Usefulness growing fear, lazy, overexcited, careless, clumsy
5 Captured slavers, spiders, love interest, ransom, Stockholm, mind control
6 Injury old trap, weapon mishap, blinded, needs a rest day, comatose, must be carried
5 Threaten HP: A fight, and/or:
1 Dangerous environment sharp rocks, scorching fumes, crumbling ledge, fire
2 Ancient trap pits, blades, sparks, flames, crushing
3 Swarm insects, rodents, lizards, elementals, animated objects,
4 Nature’s fury Maneating plants, strangling vines, thorns, oozing acid
5 Accident crumbling tunnel, frayed rope, one wrong step, “not that door!”
6 Damage from a distance snipers, falling stalactites, electrical discharge, magic gone haywire
6 Threaten Tack lose d3, or 1 per failed player saving throw
1 Confusing terrain maze, mirrors, monotonous tunnels, twisty passages
2 Accident wrong turn, map upside down, missed junction, second-guessing
3 Forced off-course chased, rockslide, bridge collapses, flash flood
4 Missing piece map smudged, notes lost, directions wrong, landmark missing
5 Bad intel false sign, con artists, confused vacationers, map’s plain wrong
6 Re-route caved-in, bricked-over, infestation, bad magic, flooded, mudslide

Table of Challenge Contexts

Use your middle and bottom d6 to get a box, then choose one option.

1-1:
Undead guardians of an ancient bier
Every inch covered in historic carvings
Crumbling bridge over hazard
Excited costumed travelers en route to major festival; completely, utterly lost

1-2:
Traveling performers
Ancient battlefield, thousands of skeletons
Cocky sword-for-hire, looking for new employment
Ornate, long-abandoned railroad cars

1-3:
Grotto with six thrones and a locked chest
Slippery stairs
Traveler’s waystation built into natural feature
Dusty gearwork fortune-telling machine: first one is free and demonstrably true

1-4:
Area filled with dense mist; can’t see more than a few feet ahead
Way forward overgrown with thousands of tiny, sweet-smelling blue-green mushrooms
Dead End
Burrow of adorable, wounded animal with hungry cubs

1-5:
Caravan of suspicious travelers
Massive rubbish pile, some city’s garbage chute: salvage and scavengers
Sump ahead filled with flammable, unbreathable orange mist
Abandoned, crumbling village; no bodies; only one thing the looters missed

1-6:
Stand-off between opposing forces; a diplomat is needed
Chokepoint ahead: signs of ambush
Chambers draped in curtains of black felt, swaying in unfelt winds
Wild beast

2-1:
Thousands of unbound pages litter the ground, fragments of an immense epic
Fifty-foot gap in the path with a hazard in between
Blind albino birds
Panicked wanderers fleeing a swarm of ordinary insects, but like, millions of ‘em

2-2:
Starving, lost teenager
Huge rotating sphere, players must slip inside when entrance lines up
A difficult vertical climb
Wizard’s tower built into natural feature

2-3:
Hospital for terminally cursed patients, staffed by silent Formic Nuns
Lair; owner is annoyed by whatever’s transpiring here
Abandoned carnival
Dripping acid ooze

2-4:
Way ahead increasingly cluttered with webs; way back riddled with hidey-holes
A vein of a precious mineral
Massive obsidian rod emitting constant spears of lightning
Path joins with what looks suspiciously like a racetrack; distant rumbling begins

2-5:
Tunnels constrict till you can barely wriggle through
Crack oozing bright orange goo with a fungal effect at drug strength; ownership contested
Opulent funicular, donation box, twenty-minute ride, windows painted black
Mysterious, ancient book, alone on a jade plinth

2-6:
Walls broken by glittering crystals, razor-sharp
Slippery slope of butterscotch flowstone
Small, cheerful homestead; everyone inside is very recently dead
Astonishing viewpoint

3-1:
Eight-sided pillar, 1000 feet high: same declaration of principles carved in 8000 languages
Settlers with a busted cart
Seemingly abandoned military outpost
Sinkhole with increasingly sloping sides

3-2:
Tendrils of Fuzz converge at an oasis of warmth and light
Devil’s Breath Zipline, three miles long: safe, probably
Path becomes wide level roadway, well-lit and maintained; ends a mile later at impassable wall
Ticking clock until a hazard becomes a real problem

3-3:
Automated ooze farm
Enslaved rock-creatures digging a tunnel; master is away, for now
Desecrated tomb
A far-off, ominously blinking light

3-4:
Hunter stalking a (possibly imaginary) predator
Hurricane winds rush through chokepoint between zones of different pressure
Deep blue pool blocks the path, something sparkling at the bottom
Stampede!

3-5:
Boulder-hops across a zone of hazards
Immaculately detailed miniature city, 200 feet wide; shame if there were combat here
Lair of sleeping monsters
Something is wrong with the gravity

3-6:
“Rain” courses down from stalactites above, soaking everything
Earthquake!
Something is stalking from the shadows
An ancient ship from the surface, wedged in a crevasse

4-1:
Sealed-off bunker with “warning: magical contamination” signs
Slope of loose gravel and boulders, delicately balanced
Grandma Ebb’s Megapede Farm: expensive, but -1 to journey target if everyone buys a megapede mount
Dusty, pompous court of a room-sized kingdom, population three

4-2:
Zealous religious crusaders want the party to convert; won’t take no for an answer
Swaying catwalks
Grove of enchanted mushrooms
Lava flow erupts through the walls

4-3:
Long, straight passage with no side exits
Fallen road sign; two groups of travelers arguing over which way it should point
A tiny trading post
Toll bridge over a hazard

4-4:
Lonely mushroom farmer, will make trades for good stories
Sprung pit trap
Mini-dungeon: a sealed tomb and its eternal guardians
Cheerful traveling portrait artist, gleaming teeth; people in the portraits are all screaming

4-5:
Gear-room of an enormous clock keeping an unfamiliar time, still working
Pilgrims on a holy quest
A dead or dying traveler
Way forward narrows; single-file only

4-6:
Lighthouse, beacon shining brightly; no obvious purpose
Refugees from a far-off war need an escort to safety
Path scales a massive chain, each link a hundred feet long
Plucky girl collecting funds to resurrect dead grandpa, who she has in a cart

5-1:
Ceiling lit by thousands of glowing dots of fungus
Path climbs the torso of forgotten hero’s colossal statue
A cube of magical darkness
Medical emergency

5-2:
Slide down a long, oozing shaft
Huge out-of-control automaton
Someone studying an old ruin needs assistance translating some glyphs
Competing ferry boats

5-3:
Inn hosting a bardic competition
Ancient coliseum
Ducking under ceiling with razor-sharp stalactites
Two mute children

5-4
Dripping sign: “Flash Flood Warning”
Vast hollow sphere, floating light in exact center
A winding stair
A gallery of eight huge statues

5-5
Old man in a deep pit needs help
Magic mirror shows what you most want
Friendly gelatinous cube, speaks through half-dissolved body’s mouth; wants to be an adventurer
Heavily armored inspectors need to check the party for Blight

5-6
Wagon of slaves and slavers under siege by freedom fighters
Discarded, enormous sculptures
Strange animal pinned by collapsed rock
Pile of treasure in center of route, obviously a trap

6-1
Rope across hazard to precarious reward
Former enemy of the party, claims to be reformed
Happy family of four living in large glass terrarium; beg you not to break the seal
Would-be bandits attacked by their enraged mount

6-2
Gallery filled with hundreds of crude statues of same party member
Sleeping leviathan with dungeon inside
Way ahead blocked by rubble, might be possible to clear
Muddy footprints suddenly vanish

6-3
Enormous mural has vital clue about history of this area
A dormant campaign plot thread is resurrected
Two aged knights claim one always lies and other always tells the truth, but they’re just having you on
Way ahead choked by tall spindly plants with closed, vibrating buds

6-4
Mini-dungeon: filled with traps, pressure plates, and weighted plinths
Thieving bat-things stealing your stuff
Dust-choked gallery, enormous orrery
Huge monster, way too powerful: run!

6-5
Travelers seem to have died peacefully in their sleep, leaving their mounts behind
Ancient glyphs might be a warning about the way forward; can anyone read them?
A conclave of tiny spore-fairies, barely large enough to see
An automaton lies in pieces, along with assembly instructions

6-6
An unexpected hazard for the terrain (i.e., fire in an ice maze)
Be absolutely silent, or you’ll wake The Creatures
Slippery floor
The troll demanding a toll is actually a softie

NPC Generator

When you need a spur-of-the-moment NPC, choose which Folk they are, then roll on the…

Table of Quick n’ Dirty NPCs

Roll 2d20 and read as two numbers. Use the first d20 for Affect, the second for Desire. Pick an option from each entry.

Affect Desire
1 tall or short 1 to work or hire
2 rich or poor 2 to help or be healed
3 armored or defenseless 3 to entertain or be amused
4 eccentric or no-nonsense 4 to convert or be convinced
5 noble or working-class 5 to buy or sell
6 overconfident or afraid 6 to con or swindle
7 young or old 7 conversation or to be left alone
8 quick-talking or languorous 8 to complain or listen
9 thin or voluptuous 9 to send or receive a message
10 polite or short-tempered 10 to fight or make peace
11 earnest or sarcastic 11 to do the impossible, or ask it
12 inquisitive or set in their ways 12 to improve their station or disguise it
13 suspicious or naïve 13 to get revenge or make peace
14 desperate or paranoid 14 to defend or rescue
15 drunk or judgmental 15 a new romance or the end of an old
16 well-spoken or dim-witted 16 to catch or escape
17 social outcast or butterfly 17 to forget or be remembered
18 creepy or comforting 18 fame or anonymity
19 religious or rakish garb 19 to guide or be led
20 rare hair or eye color 20 to find or get rid of

An NPC’s Desire is usually what they want from the party right now, but to spice things up, roll d6 and interpret it as 1: a long-term goal, 2: something someone else wants that they’re involved in, 3: a lie to cover up or distract from something, 4: something they are clearly ambivalent about, 5: they have a very strange way of finding it, 6: they’re selling it as a service.

Examples

Example Folk

The Catanae. Skeleton wanderers, a dead race brought back by a whimsical god. They love life and music and paint their bones fantastic colors. Every ten years is their glorious festival, the Ebon Fantastic, where their souls swirl together: some new Catanae are born, others return to eternal sleep.

The Chitter. Insectoid constructs, creepy but polite, many ceremonial rituals. They graft parts of living creatures to themselves, which they believe gives them a soul. Can be extremely persistent if they find a part they like, even if still attached to someone else.

Spear-singers. Graceful, with long flowing red hair or beards. Carry huge, beautifully carven spears that whistle in complex harmonies when thrown. Believe in honor, love, and self-immolation by age 35.

Marblekin. Pearlescent giants, crystalline-eyed, dour-faced. Patrons of the arts. Rarely show emotion, which can make them seem cruel or callous. Very long memories. Grow larger the older they get, or perhaps it’s older the larger they get?

Find more example Folk in the full version of Downcrawl.

Example Volumes

Bone Falls

Themes: Booming, Famous for Nomads
Terrain: Vertical River, Ossuary
Abundant: People, Water
Scarce: Open Space, Heat
Remoteness: Well-known
Currency: skeleton keys

Amidst the constant thunder of a massive waterfall that stretches out of knowledge both up and down, Bone Falls is a place no one calls home for long. New arrivals are welcomed and given a mist-wet, sturdy shack, nestled among the sprawling array of catwalks, ladders, and moss-covered platforms that make up the settlement. But they’re also given a strict warning: by inviolable custom, none may reside here longer than a single year. Despite this restriction, the town is booming, expanding up and down the falls like wildfire, with a growing reputation as a place for those who need a fresh start or temporary respite.

Life here is not without danger. All types are welcome, including those not welcome anywhere else and for good reason. The risk of falling off a slippery catwalk or being swept away in an unpredictable surge of falling water is very real. And it’s wretchedly cold as the freezing falls raise clammy mist that seeps through everything. More ominously, the endless cliff which the falls slowly erode away is riddled with the tunnels of a massive catacomb, filled with the bones of millions from some lost and ancient empire. Not all the dead sleep peacefully, and those who go exploring don’t always come back.

But the danger and impermanence lend residents an air of reckless gaiety and instant camaraderie. There’s a lively art scene and many bustling markets, and folks here cheerfully check in on their neighbors or take part in all-volunteer service guilds to provide repairs and basic services. After all, you’re only here once, and you can’t take it with you.

Touchstone: Dangles, a bar with no floor, cantilevered away from the waterfall and suspended over the abyss. Tables and chairs hang from chains, which servers and patrons alike must adroitly swing from. Surely no one would start a fight here.

Opportunities:

Find more example volumes in the full version of Downcrawl.

Worldbuilding

Additional notes on the setting of the Deep, Deep Down: feel free to use as much or little as you like in your campaign.

The Fuzz

A glowing, purple mold, running in rich veins and arteries through the roots of the world, ubiquitous, present to a greater or lesser extent in every volume. Some say it’s the root of all food chains and thus the living Down itself. It’s certainly true that the cold, dead regions with no Fuzz at all are bereft of light and life.

The Fuzz has several effects: - Glows with a dim but steady light, even after scraped off - Edible, if not very tasty - Causes certain kinds of magic to catastrophically fail, especially teleportation - If brewed as a tea, creates a telepathic link between its drinkers (see Languages)

The Fuzz’s effects on magic vary in particulars from region to region, often in arbitrary-seeming ways that create suspiciously interesting narrative complications. Long-range teleportation, especially, ends more often than not with catastrophic results, making its use almost unheard of.

Attitudes to the Fuzz vary. To some, it’s as invisible a resource as the air; others worship it as a living, sentient god. Folk set their clocks by the ebb and flow of its brightness.

At the very least, it makes a good liner for your pack.

Languages

There is no common tongue in the Down.

Language here has taken every form imaginable: speech in a million variants and styles, sign language performed with all manner of limbs, subsonic rumblings, coded flashes of rainbow light, odor sequences, rhythmic dances, even hair-growth patterns (though this makes for a rather slow conversation and one is advised to skip the pleasantries).

Each Folk have at least one language of their own, and probably a great many more. A long-inhabited and populous volume may have developed its own language, generally influenced by the tongues of both its present and ancestral inhabitants. Travelers, traders, merchants and nobles often know some dialect or other of the Grim Speech, the Undertongue, the Lingua Motivia or the guttural Gab Gab, but most of the general populace do not, and none of these are ubiquitous. Criminal types, entertainers, servants of evil, and religious faithful each have their own argot or patois. The languages of love, of course, are reasonably universal but not generally applicable outside their very specific domain.

Given all this, the odds that two random inhabitants of the Down speak a common tongue are slim. Fortunately, the Fuzz once again proves useful: those who share a pot of tea brewed from the stuff develop a limited shared telepathy that allows them to understand each other’s speech until the effects fade, generally after a day or so. Tea-sharing is therefore an incredibly common greeting ritual, like a slower, tastier handshake. Get used to drinking the stuff: most non-combat encounters will begin with a ritualistic pouring. The language-comprehension effects can be mentally directed and toggled at will, allowing for slipping back into one’s own tongue to speak privately (though this is considered rude if teacups aren’t yet empty).

Languages can also be learned the old-fashioned way. Learning to speak a handful or two is a popular way for folk with leisure time to pass it. There are fungi and drugs available to accelerate this process, and no lack of willing instructors seeking employment.

Sometimes, regrettably, there’s no time for a language lesson or even a cup of tea. Bartering is often accomplished with an elaborate system of frantic gestures, good for discussing prices, quality of wares, or how offended one is by either; but little else. Lack of a common tongue might explain why so many encounters in the wilds lead to bloodshed (although surface folk seem to need no such excuse). Travelers often find simple actions like pointing, rubbing one’s belly, or terrified screaming may provide all the communication that’s necessary for discussing nearby points of interest.

Currency

The Deep, Deep Down also has no standard currency, and indeed it’s rare for even adjacent volumes to share the same coinage. Still have any of those gold pieces from the surface? No one down here’s ever seen one, nor do they think very highly of gold in general, which runs in crumbly mustard-brown veins weakening foundations: a nuisance mineral. Currencies here come in as bewildering a variety of forms as do languages: glimmering threads, gem-carved buttons, serpent’s feathers, pennies of glass, banknotes stamped by the local monarch, lines of credit invisibly tracked by local banker-ghosts, and anything else you can imagine.

Moneychangers are common in heavily-traveled volumes, with currencies from all corners jangling in a bewildering array of hanging ropes and mirrored drawers. Such services, of course, take a hefty cut of each transaction.

Drugs and fungi come closest to a universal currency, with reasonably consistent value across the Down. Gems are precious in some places, but paving stones in others. Art is even more subjective, though it’s hard to put an upper cap on how much the right buyer might pay for the right piece. A volume’s scarcities, of course, will attract premium payment, while its abundancies will be hard or impossible to sell locally. Useful goods like weapons can often be sold for local lucre in a pinch, and stories of brave deeds and far-off lands are always in demand. Generally, though, one’s best bet when arriving in a new volume is to find someone hiring heroes and paying in the local scrip.

Table of Random Currencies

Roll 4d6 and read from top to bottom: first pair is Adjective, second pair is Unit.

Adjective Unit
1-1 emerald 1-1 buttons
1-2 silver 1-2 chimes
1-3 sea 1-3 pearls
1-4 sovereign’s 1-4 thread
1-5 imperial 1-5 prisms
1-6 god 1-6 shells
2-1 serpent 2-1 buckles
2-2 bronze 2-2 seeds
2-3 weighted 2-3 pennies
2-4 general’s 2-4 cubits
2-5 invisible 2-5 marbles
2-6 painted 2-6 feathers
3-1 haunted 3-1 ducats
3-2 ruby 3-2 obols
3-3 crystal 3-3 shards
3-4 demon 3-4 coins
3-5 titan 3-5 florins
3-6 powdered 3-6 ingots
4-1 glimmer 4-1 stones
4-2 clay 4-2 shillings
4-3 amber 4-3 sheaves
4-4 azure 4-4 farthings
4-5 pewter 4-5 salts
4-6 jade 4-6 shekels
5-1 fire 5-1 beads
5-2 obsidian 5-2 songs
5-3 blood 5-3 ribbons
5-4 void 5-4 dust
5-5 living 5-5 guilders
5-6 secret 5-6 rounds
6-1 peasant 6-1 thummins
6-2 hollow 6-2 promises
6-3 rune 6-3 pebbles
6-4 pledge 6-4 scrip
6-5 elder 6-5 bells
6-6 certified 6-6 dice

Directions and Orientation

Surface compasses won’t work in the Down. The six cardinal directions here are up and down (the axis of gravity), faezward and murkwise (toward or away from the brightest local cluster of Fuzz), and dextral and sinister (to the right and left of faezward). All well and good except two of those three are relative or subjective, hinging especially on one’s interpretation of words like “brightest” and “local.” This can lead to unhelpful directions from locals like “Oh, just go upwise and sharp sinister past the palace, then head true faezward, you can’t miss it. What? No, not Lord Utter’s faezward, are you daft? Use the Shestal’s faezward, of course.” (And this is after drinking the tea.)

Despite centuries of attempts by the Flinj with lodestones, the Kestei with phlogistonical alembics, and the Serimange with vibrating ley lines, no universal system of coordinates, directions, or mapping for the Down has ever emerged. Large-scale maps simply do not exist, and even regional ones are hard to come by and prone to getting outdated. Routes between volumes are constantly collapsing or being re-dug, altered by isolationists or trade monopolists, or melted away by an upswell of magma or magical catastrophe. Some claim the very rock is less solid than it seems, flowing and shifting in silent, unknowable currents, making any attempt to permanently fix points of the Down relative to each other an utter impossibility. The Flinj, the Kestei, and the Serimange all vehemently deny this theory, especially in their grant proposals.

If some reliable method were found to navigate between volumes or make better maps, it would of course have immense potential value, and certainly no forces in the Down would have incentives to destroy, sabotage, steal, hoard, or denounce it.

Legends of the Surface

Few will credit claims that the party is from the Surface, nor that such a place even exists, though most have at least have heard the term. Hazy legends sing of an impossibly distant land “where the rock stops,” even if most folk don’t really get what that means. At best they might interpret your wild stories of an outside with a moon and sun as describing a very large cavern with huge glowing marbles rolling across its top. The strange appearance of player characters provides no evidence either, as the Down is chock-full of curious folk, many almost as queer and misshapen as the PCs themselves.

Somewhat more familiar are standard subterranean folk (dwarves, dark elves, and so on) who many believe in and some might even claim to have met. These peoples are generally thought to come from a place far above full of strange creatures and customs. Any such folk encountered will be just as lost and cut-off from their homes as the players. If they do know secret ways up, they’ll be as protective of them as surface traders of their spice routes.

“Day” and “Night”

The Fuzz glows in a strange rhythm. It lightens and darkens in a cycle that roughly approximates the terrestrial cadence of day and night, and is used in a similar way to mark the passage of time. But it’s been known to act strangely at certain times or places, bringing darkness for a month or a purple dawn every fifteen minutes. In volumes where such irregularity is frequent, folk have adopted different strategies for dealing with it: an unscheduled long night might signal a lawless free-for-all in some places, while in others it’s a time of reflection or religious devotion.

In rare volumes, the Fuzz stays in a perpetual blaze of purple light, or eternally dim or even dark. Inhabitants of such places find new rhythms to mark the passage of time. Locals may not need sleep (or do it differently), or might use the regular tempo of steam vents, the ebb and flow of magma currents, or the hatching of scrabbling insect broods as their temporal heartbeats.

 


 

I hope you've enjoyed this free version of Downcrawl. The full version is a 60-page book featuring gorgeous woodcut art of caves, maps, and creature from vintage books; additional examples of play and rules clarifications; and more sample Folk and Volumes. It's available now in print and PDF from DriveThruRPG. Here's those sample pages again, and the cover:

 

 

About the Author

All my Roleplaying Games

I'm @aaronareed on Twitter

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Acknowledgments

Thanks to the players of my Under-Chult campaign for gamely putting up with all the weird relationship mechanics, beta travel systems, and Serimange I could throw at them: Matthew R.F. Balousek, Michael Chemers, Melanie Dickinson, Jacob Garbe, Nick Junius, Stella Mazeika, Johnathan Pagnutti, Kara Stone, Phoenix Toews, and Tiffany Wong.

Recommended readings: