Left leg / movement
Speed is close; if already close, movement requires a DC 9 DEX check.
A d100 combat complication engine
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.
At the table
Ready
d100 chart
Swords, axes, claws, and other cutting attacks
| Roll | Damage | Result |
|---|---|---|
| 01-05 | Max | Driving cut. Push the target one close distance, if it is no more than one size larger. |
| 06-10 | Max | Opened guard. The next attack against the target before your next turn has advantage. |
| 11-15 | Max | Hewed strap. The target drops one held mundane item of your choice. |
| 16-20 | Max | Red distraction. You may immediately move close without triggering a free attack from this target. |
| 21-25 | Max | Terrifying arc. The target must make a morale check if it is eligible to do so. |
| 26-30 | 2x max | Deep line across armor. Target has -1 AC until the end of its next turn. |
| 31-35 | 2x max | Hampering cut. Target cannot move farther than close on its next turn. |
| 36-40 | 2x max | Weapon bind. Target has disadvantage on its next melee attack. |
| 41-45 | 2x max | Follow-through. Step close and force the target to give the same ground, if possible. |
| 46-50 | 2x max | Vicious opening. Choose: target drops an item, or an ally close to it may move close. |
| 51-55 | 3x max | Raking wound. Target has disadvantage on its next STR or DEX check. |
| 56-60 | 3x max | Sundered defense. A mundane shield or exposed piece of armor is ruined; otherwise -2 AC until its next turn ends. |
| 61-65 | 3x max | Blood in the eyes. Target is blinded until the end of its next turn. |
| 66-70 | 3x max | Spinning blow. Target falls prone and drops one held item. |
| 71-75 | 3x max | Executioner's promise. Target makes a morale check; on a failure it uses its next turn to flee or surrender. |
| 76-80 | 3x max | Location wound. Roll d6; apply the matching severe-location effect below. |
| 81-85 | 3x max | Savage location wound. Roll d6; effect lasts until magical healing or a safe rest with treatment. |
| 86-90 | 4x max | Maiming stroke. Roll d6. Target makes a DC 12 CON check; success reduces the location effect to 1d4 rounds. |
| 91-95 | 4x max | Mortal carve. Roll d6. DC 15 CON check or fall unconscious at 0 HP; creatures immune to bleeding instead lose their next action. |
| 96-99 | 5x max | Catastrophic cut. Roll d6 twice and apply both sensible results. A DC 15 CON check negates one. |
| 100 | 5x max | Headsman's moment. A plausible lesser foe dies. Otherwise roll d6 twice; both effects last until restored by powerful magic or downtime. |
For results 76+
Re-skin anatomy freely. Wings replace arms, forelegs replace legs, and a serpent may divide its length into forward and rear sections.
Speed is close; if already close, movement requires a DC 9 DEX check.
Fall prone; standing or moving requires a DC 9 DEX check.
Drop what it holds; attacks or tasks using it have disadvantage.
Drop what it holds; attacks or tasks using it have disadvantage.
Lose reactions and make a DC 12 CON check or lose the next move.
Blinded and deafened until the end of the next turn; DC 12 CON negates deafened.
Why this fits Shadowdark
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
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
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.