The Deadly Underworld

The game—and the adventurer sheet—are actually pretty simple. There are few numbers and not a lot of special powers or abilities. There are no “spot checks”—only players describing where and how they’re searching. There are no “disarm trap” skills—only players describing how they move the knife across the tripwire or tap their ten-foot pole ahead of them.

Ultimately, this game is about exploring the Underworld. As such, there are no abilities that mitigate the essential dangers of the dungeon.

  • Darkness is always dangerous. No adventurer can see perfectly in the dark.
  • Rations and torches are always precious. There are no “conjure food” spells, and the arts that sorcerers have to conjure light are dangerous. Being bereft of light or food means death.
  • Traps must always be navigated. There are no “perception” or “disarm” skills. Each trap is a unique puzzle to be solved.
  • Combat is always deadly. Healing is laborious, requiring that the adventurers undertake a Camp Phase. Adventurers draw their swords at their own peril.