DO YOU OPEN THE DOOR?
GM TOOLROOM / SHADOWDARK HOUSE RULE

A d100 combat complication engine

Critical Hits
& Bad Misses

Maximum damage is only the beginning. These fast, brutal tables turn natural 20s and natural 1s into movement, broken gear, morale shocks, and wounds the whole table can picture.

NAT 20Max weapon damage + modifier, then roll d100
NAT 1Miss, then roll on Critical Miss
DOUBLESMultiply weapon maximum only; add modifier once

At the table

Roll the consequence

Ready

Slashing

Swords, axes, claws, and other cutting attacks

d100 chart

Slashing

Swords, axes, claws, and other cutting attacks

RollDamageResult
01-05MaxDriving cut. Push the target one close distance, if it is no more than one size larger.
06-10MaxOpened guard. The next attack against the target before your next turn has advantage.
11-15MaxHewed strap. The target drops one held mundane item of your choice.
16-20MaxRed distraction. You may immediately move close without triggering a free attack from this target.
21-25MaxTerrifying arc. The target must make a morale check if it is eligible to do so.
26-302x maxDeep line across armor. Target has -1 AC until the end of its next turn.
31-352x maxHampering cut. Target cannot move farther than close on its next turn.
36-402x maxWeapon bind. Target has disadvantage on its next melee attack.
41-452x maxFollow-through. Step close and force the target to give the same ground, if possible.
46-502x maxVicious opening. Choose: target drops an item, or an ally close to it may move close.
51-553x maxRaking wound. Target has disadvantage on its next STR or DEX check.
56-603x maxSundered defense. A mundane shield or exposed piece of armor is ruined; otherwise -2 AC until its next turn ends.
61-653x maxBlood in the eyes. Target is blinded until the end of its next turn.
66-703x maxSpinning blow. Target falls prone and drops one held item.
71-753x maxExecutioner's promise. Target makes a morale check; on a failure it uses its next turn to flee or surrender.
76-803x maxLocation wound. Roll d6; apply the matching severe-location effect below.
81-853x maxSavage location wound. Roll d6; effect lasts until magical healing or a safe rest with treatment.
86-904x maxMaiming stroke. Roll d6. Target makes a DC 12 CON check; success reduces the location effect to 1d4 rounds.
91-954x maxMortal carve. Roll d6. DC 15 CON check or fall unconscious at 0 HP; creatures immune to bleeding instead lose their next action.
96-995x maxCatastrophic cut. Roll d6 twice and apply both sensible results. A DC 15 CON check negates one.
1005x maxHeadsman's moment. A plausible lesser foe dies. Otherwise roll d6 twice; both effects last until restored by powerful magic or downtime.

For results 76+

The d6 body map

Re-skin anatomy freely. Wings replace arms, forelegs replace legs, and a serpent may divide its length into forward and rear sections.

1

Left leg / movement

Speed is close; if already close, movement requires a DC 9 DEX check.

2

Right leg / movement

Fall prone; standing or moving requires a DC 9 DEX check.

3

Left arm / handling

Drop what it holds; attacks or tasks using it have disadvantage.

4

Right arm / handling

Drop what it holds; attacks or tasks using it have disadvantage.

5

Torso / endurance

Lose reactions and make a DC 12 CON check or lose the next move.

6

Head / senses

Blinded and deafened until the end of the next turn; DC 12 CON negates deafened.

Why this fits Shadowdark

Fast rulings, hard consequences

The effects reuse familiar levers: advantage and disadvantage, close and far distance, concise checks, morale, actions, movement, gear, and dangerous but readable injuries. Nothing asks you to track a new pool or condition deck.

Recommended dial

Let monsters roll, too?

Default: only PCs and important named foes use these tables. For a harsher game, let every creature roll. For a lighter game, use only 01-75 and treat 76+ as 71-75.

Grim Injuries

Make permanence a choice

The 98-100 miss results are intentionally optional. Announce before play whether lasting ability penalties are in the campaign. Never reduce an ability below 3, and let meaningful downtime, a quest, or powerful magic restore it.