Deities & Worship
Worshiping a god in the World Dungeon doesn’t necessarily mean a crawler is devoted to them in any meaningful or religious way. Like most elements of the dungeon and the “real” world, worship is pragmatic and highly sensationalized to spur viewership. For most crawlers, to “worship” a god merely means carrying out required acts of daily devotion and paying tithes or tributes. The historical record of the gods in the dungeon would lead one to believe they are all-powerful and all-knowing, but in reality, most of them are limited, with humanlike intelligence, emotions, and motives. Just take a look at their family tree—everyone seems related to everyone, if you know what I mean. What’s more, gods can be sponsored by entities outside the dungeon and forced to do their bidding, including interacting and communicating with crawlers. While some of this is heavily restricted to avoid undue disruption to the crawl, this interference can still make crawlers’ lives a living hell. CONSEQUENCES OF WORSHIP For crawlers, worshiping a god is initially more relevant for Cleric- and Paladin-type Classes, but it becomes more important as the Crawl progresses. If a crawler sees a god, locates one of their temples, or finds a scroll of prayer, they receive the option to worship the god, though the duration might be extremely limited if they happen to come face-toface with a rampaging deity. While worshiping a god may grant a variety of benefits, it also comes with distinct drawbacks. Many Game Guides warn their charges that most gods are assholes and are best avoided, though most Clerics and Paladins are required to choose a god to worship upon Class selection. In addition, generally only these types of Classes can achieve ranks higher than Devotee in the church, though some rare items may allow crawlers to bypass this restriction. The bad stuff (and occasionally good stuff) a deity does for you is hidden in Chapter 6. That’s for the GM, so peek at your own risk. RANKINGS IN THE CHURCH Those who choose to worship a god begin as Acolytes (Tier 1). Significant acts of devotion may increase their title to Devotee (Tier 2), and for select followers, even the title of Zealot (Tier 3). A ranking’s Tier occasionally has rules benefits. ACOLYTE (TIER 1) Worshiping a deity earns you this title, bringing both expectations and benefits: • Respect other Worshipers: You mustn’t cause harm to fellow worshipers of your god—even if they’re sycophants or jerks • Offering: You must make the specified offering at a temple of your god at least once a day. If you are unable to locate a temple within a 30-hour period, you must make the offering at the god’s shrine that has now appeared in your personal space. You don’t have to act happy about it, though. (Note: GMs might agree to a number of offerings per Floor equal to the number of days before the floor collapses to make it easier to track.) If you miss a day, you lose all the benefits that worship grants until you make the offering the next day. If you miss two days in a row, you gain a Divine Debuff. If you miss three days in a row, you gain the Fallen from Grace Debuff: You can’t worship any deities, and there’s a 50% chance of being smote. If you voluntarily leave the faith, you are smote. • Tithe: Five percent of all looted gold must also be tossed into your god’s shrine • Enemy God’s Prohibition: You may not own or wield any magical gear that is blessed by any rival(s) of your god • Obedience: You must successfully complete all issued church quests ers. While some of this is heavily restricted to avoid undue disruption to the crawl, this interference can still make crawlers’ lives a living hell. CONSEQUENCES OF For crawlers, worshiping a god is initially more relevant for Cleric- and Paladin-type Classes, but it becomes more important as the Crawl progresses. If a crawler sees a god, locates one of their temples, or finds a scroll of prayer, they receive the option to worship the god, though the duration might be extremely limited if they happen to come face-toface with a rampaging deity. While worshiping a god may grant a variety of benefits, it also comes with distinct drawbacks. Many Game Guides warn their charges that most gods are assholes and are best avoided, though most Clerics and Paladins are required to choose a god to worship upon Class selection. In addition, generally only these types of Classes can achieve ranks higher than Devotee in the church, though some rare items may allow crawlers to bypass this restriction. has now appeared in your personal space. You don’t have to act happy about it, though. (Note: GMs might agree to a number of offerings per Floor equal to the number of days before the floor collapses to make it easier to track.) If you miss a day, you lose all the benefits that worship grants until you make the offering the next day. If you miss two days in a row, you gain a Divine Debuff. If you miss three days in a row, you gain the Fallen from Grace Debuff: You can’t worship any deities, and there’s a 50% chance of being smote. If you voluntarily leave the faith, you are smote. • Tithe: Five percent of all looted gold must also be tossed into your god’s shrine • Enemy God’s Prohibition: You may not own or wield any magical gear that is blessed by any rival(s) of your god • Obedience: You must successfully complete all issued church quests 3 CHAPTER 3: CHARACTER CREATION 163 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. • Temple Access: You gain access to all temples of your deity • Temple Locations: All temples of your deity now appear on your map. All temples of your deity’s rival(s) also appear on your map • Identification: All worshipers of your deity are indicated with a symbol. All worshipers of your deity’s rival(s) are also indicated with a different symbol • Death to the Infidels: Once per Floor when you kill an NPC, crawler, or Mob that worships your deity’s rival(s), you gain an additional Level. Once per Floor, if you grind for experience in a neighborhood where the Mobs worship your deity’s rival(s), you also gain a Level • Vanquisher: You gain free access to Club Vanquisher, regardless of previous and current affiliations • Rewards for Devotion: Every five consecutive days of worship (making tithes and daily offerings), you will receive a Boon from the god DEVOTEE (TIER 2) Especially devoted worshipers can achieve the title of Devotee. This is the highest ranking that a non-Cleric or non-Paladin can achieve. • Upgraded Benefits: You receive several upgraded benefits from your god. These benefits vary depending on the deity you worship • Increased Tithe: Your required tithe amount increases from 5% to 10%, effective immediately ZEALOT (TIER 3) For those who have chosen more religious Classes, such as Clerics or Paladins, exceptional devotion to your god grants even higher benefits. • Skill Maximum: You can choose one of your god’s signature Skills and advance it to Rank 16 • Signature Stat: You gain 5 points in your god’s signature Stat • Increased Tithe: Your required tithe increases from 10% to 20%, effective immediately DEITIES There are many deities in the Crawl, including some based on Earth gods. The following are examples of deities a crawler could worship. APITO, THE BLESSED OAK MOTHER, THE MOTHER OF ALL GODS Daughter of Nekhebit, mother of Emberus, Eris, Grull, Hellik, and Taranis, wife of Taranis, and sibling of Scolopendra. In order to maintain the path to heaven, Apito’s angels must remain free and alive, and she will destroy worlds if violence against them is not stopped. Temple: Sacred Grove of the Divine High Supreme Cleric: Arkangel Debadora Daily Offering: A single tear shed in sadness Rival: Nekhebit Likely Sponsor: The Dream Signature Skills: Catcher, Shield Spell Signature Stat: Intelligence Symbol: Wooden face of a beautiful woman, with green hair shaped like leaves and tree branches cascading down her neck Additional Acolyte Benefits: • When using the Catcher Skill, gain additional DR equal to your Tier of Devotion • Double INT Mod for one Skill Check, once per day Additional Devotee Benefits: • Immunity to the Blood Trail Debuff • Double INT Mod to all Skill Checks for 10 minutes, once per day Additional Zealot Benefits: • Rank 10 Catcher Skill. If already at Rank 10 or higher, +2 Catcher Skill • Double INT Mod to all Skill Checks during a 4-hour period, once per day • Gain Rank 20 Catcher Skill for one use per day APITO YSALTE 3 164 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. 1 EILEITHYIA, GODDESS OF CHILDBIRTH AND FEMALE PAIN Eileithyia is unlike most deities; she is benevolent and known for her kind heart. All mothers pray to her, both when they’re sowing seeds and when the harvest comes. She represents both the physical pain of childbirth and the inevitable darkness that comes to those who are unable to complete this most sacred task. She’s not known to seek the Ascendant Throne. Temple: The Temple of Spring Dawn High Supreme Cleric: Dhalia Ophal Daily Offering: A petal from a blooming flower Opposed To: Grull Likely Sponsor: Huanxin Jinx Signature Skills: Wisp Armor Spell, Heal Other Spell Signature Stat: Constitution Symbol: A blooming flower Additional Acolyte Benefits: • Advantage on Stat Checks against Spiritual Possession • Double CON Mod to Health Bars for one attack, once per day Additional Devotee Benefits: • Immunity to the Poisoned Debuff • Double CON Mod to Health Bars for one combat, once per day Additional Zealot Benefits: • Rank 10 Heal Other Spell. If already at Rank 10 or higher, +2 Heal Other Spell • Double CON Mod to Health Bars for a 4-hour period, once per day • Gain Rank 20 Wisp Armor Spell once per day EMBERUS, GOD OF SUN AND ASH The sun god and brother to Taranis and Hellik, Emberus was once known to pursue justice with indifference to suffering, but now he seems to simply punish those he dislikes on a whim. A strong contender for the throne in the Celestial Ascendancy, he suspects his brother, Hellik, is responsible for the death of his beloved son Geyrun. Temple: High Temple of the Ending Sun High Supreme Cleric: Pater Coal Daily Offering: A single drop of blood Rival: Hellik Likely Sponsor: Lemig Sortion Signature Skills: Morning Star (Club) Skill, Fire Fingers Spell Signature Stat: Constitution Symbol: A circular sun disk with triangular rays Additional Acolyte Benefits: • Resistance to Fire damage • Double CON Mod to Health Bars for one attack, once per day Additional Devotee Benefits: • Immunity to the Burned Debuff • Double STR Mod to all attacks made in a single combat, once per day Additional Zealot Benefits: • Immunity to Fire damage • Resistance to Sheol Fire damage (which is not standard Fire damage) • Gain Rank 20 Fireball Spell once per day IS EILEITHYA NEKHEBIT 3 CHAPTER 3: CHARACTER CREATION 165 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. ERIS, GODDESS OF CHAOS Goddess of Chaos. Half-sister of Taranis, mother to nobody, lover of parties, drinking, chaos—of course— and generally known as the Ascendancy’s worst, most unapologetic gossip. If she were mortal and Human, she’d be called a wine aunt. She’d also have a rich, dead husband who died under mysterious circumstances. Temple: Sanctum of Disharmonious Mayhem High Supreme Cleric: Sybil Devereaux Daily Offering: A secret never previously shared with anyone else Rival: Oshun Likely Sponsor: Helene Jbarska Signature Skills: Deception Skill, Grand Illusion Spell Signature Stat: Charisma Symbol: A spinning five-sided coin Additional Acolyte Benefits: • Advantage on Deception Skill Checks • Double CHA Mod to one Skill, once per day Additional Devotee Benefits: • Immunity to Deception attempts • Double CHA Mod to all Skill Checks for 10 minutes, once per day Additional Zealot Benefits: • Rank 10 Deception Skill. If already at Rank 10 or higher, +2 Deception Skill • Double CHA Mod to all Skill Checks during a 4-hour period, once per day • Gain Rank 20 Deception Skill for one Check each day GRULL, GOD OF WAR Grull is the child of Taranis and Apito and is one of the few trueborn heirs to the Celestial Ascendancy. He has an angry streak as long as a horse’s cock, making Taranis worry that his son may not be the best choice to rule the heavens. Plus, Grull’s worshipers tend to be donkeys and other equine-themed creatures. Temple: Grand Cathedral of Slaughter High Supreme Cleric: Ferrus Shank Daily Offering: A drop of blood (or blood equivalent) from a slain enemy Rival: Eileithyia Likely Sponsor: Skull Empire (in general) or Prince Maestro (specifically) Signature Skills: Iron Punch Skill, Pugilism Skill Signature Stat: Strength Symbol: A double-headed axe with an oak tree for a handle Additional Acolyte Benefits: • Advantage on Checks versus Fear effects • Double STR Mod to damage for one attack, once per day Additional Devotee Benefits: • Immunity to Fear effects • Double STR Mod to all attacks made in a single combat, once per day Additional Zealot Benefits: • Rank 10 Intimidate Skill. If already at Rank 10 or higher, +2 Intimidate Skill • Double STR Mod to all attacks made during a 4-hour period • Gain Rank 20 Pugilism for one Attack per day APITO HOLY SYMBOL CONCEPTS 07/17/26 GRULL YSALTE ERIS (Ver3 166 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. 1 HELLIK, GOD OF SUN AND LIFE The twin brother of Emberus, the younger brother of Taranis, and the son of Apito. Hellik is allegedly “quite obsessed” with killing his brothers and is the most likely culprit in Geyrun’s death, even though he was in council with Emberus when the murder happened and denies it. Instead, he seeks to work with Emberus to discover what happened to his son. Temple: The Citadel of Light High Supreme Cleric: Vas Vasterdame Daily Offering: None required Rival: Emberus Likely Sponsor: Viceroys (The Madness) or Ripper Wonton Signature Skills: Taunt Skill, Second Chance Spell Signature Stat: Charisma Symbol: A sun shining on a field of crops Additional Acolyte Benefits: • Advantage on Persuasion Skill Checks • Double CHA Mod to one Skill, once per 30 hours Additional Devotee Benefits: • Immunity to the Enraged Debuff • Double CHA Mod to all Skill Checks for 10 minutes, once per day Additional Zealot Benefits: • Rank 10 Taunt Skill. If already at Rank 10 or higher, +2 Taunt Skill • Double CHA Mod to all Skill Checks during a 4-hour period, once per day • Gain Rank 20 Second Chance Spell once per day NEKHEBIT, SCAVENGER MOTHER GODDESS Called the Scavenger Mother of Mothers, Nekhebit was a life and protector deity. Depicted as a vulture or scavenger, she cleaned up after the others. She supposedly wasn’t allowed to have children, but had three kids anyway, including Apito. Nekhebit was the last of the old gods to fall, and she was defeated by her daughter Apito. Temple: Temple of the Desert High Supreme Cleric: The Desert Spector Daily Offering: A cup of cold water Rival: Apito Likely Sponsor: Odette Signature Skills: First Aid Skill, Salvage Skill Signature Stat: Intelligence Symbol: The bare head of a large vulture Additional Acolyte Benefits: • Advantage on First Aid Skill Checks • Double INT Mod to one Skill, once per day Additional Devotee Benefits: • Immunity to the Queasy Debuff • Double INT Mod to all Skill Checks for 10 minutes, once per day Additional Zealot Benefits: • Rank 10 First Aid Skill. If already at Rank 10 or higher, +2 First Aid Skill • Double INT Mod to all Skill Checks during a 4-hour period, once per day • Gain Rank 20 Salvage Skill for one Check per day HELLIK TARANIS EILEITHYA EILEITHYA NEKHEBIT 3 CHAPTER 3: CHARACTER CREATION 167 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. OGUN, GOD OF BLACKSMITHERY AND ARMOR Ogun is an outsider. He is one of the old gods, originally a member of an obscure pantheon that has since dissipated into time. He spends his days at his celestial anvil, angrily creating armor, piece after piece, but no one knows why he toils or what becomes of his armor when it’s completed. It’s said his creations have a strange shape, all designed for four-legged beasts. Temple: The Eternal Forge High Supreme Cleric: The Armorer Daily Offering: A piece of steel Rival: Legba Likely Sponsor: The Dreadnoughts Signature Skills: Warhammer Skill, Smithing Skill Signature Stat: Strength Symbol: A large blacksmith’s hammer Additional Acolyte Benefits: • Advantage on Intimidation Skill Checks • Double STR Mod to damage for one attack, once per day Additional Devotee Benefits: • Immunity to the Take Down Debuff • Double STR Mod to all attacks made in a single combat, once per day Additional Zealot Benefits: • Rank 10 Smithing Skill. If already at Rank 10 or higher, +2 Smithing Skill • Double STR Mod to all attacks made during a 4-hour period • Gain Rank 20 Warhammer Skill for one Attack per day TARANIS, GOD OF THUNDER Brother to Hellik and Emberus, half-brother to Eris, husband to Apito, father to Grull, Yarilo, and many more. Together, Apito and Taranis held the first Butcher’s Masquerade in the Halls of Ascendancy. Taranis is known to be hotheaded and fast to anger. He often falls short of his wife Apito’s ever-rising star in the Ascendancy. Temple: Holy Tower of the Gathering Rod High Supreme Cleric: Emitt Lathrop Daily Offering: A jolt of electricity Rival: Emberus Likely Sponsor: Monty Winter Jr Signature Skills: Dodge Skill, Lightning Bolt Spell Signature Stat: Dexterity Symbol: A jagged, silver lightning bolt Additional Acolyte Benefits: • All Electric damage attacks deal +Floor damage • Double DEX Mod to Evade Checks for one combat, once per day Additional Devotee Benefits: • Immunity to the Shocked Debuff • Double DEX Mod to all Skill Checks for 10 minutes, once per day Additional Zealot Benefits: • Rank 5 Dodge Skill. If already at Rank 5 or higher, +2 Dodge Skill • Double DEX Mod to all Skill Checks during a 4-hour period, once per day • Gain Rank 20 Lightning Bolt Spell once per day
Pets:
BRINGING IN A PET
The quickest way to gain a pet in the World
Dungeon is to bring one with you. If the GM allows
it, you can start play with a single bonded pet (as
your “interesting or useful item”). It gains a crawler
ID number but isn’t a crawler. Such an animal has
an Intelligence of 1, and if increased to 2 or higher,
it becomes a full-fledged crawler like Donut. Then,
it’s no longer a pet. It is now also capable of judging you.
The only way to raise an Earth-born pet’s
Intelligence is via an Enhanced Pet Biscuit, which
is worth 3,000 gold each. Very rarely, you can find
them in a merchant’s shop. It’s more common to find
Enhanced Pet Biscuits in Legendary Pet Boxes, though
not all such boxes will have one. With over a hundred
different effects (try the roadkill opossum flavor!), the
vast majority do not grant the pet any Intelligence.
They don’t grant a crawler Intelligence, either.
Of course, a player can choose to play as an animal
crawler during character creation, if the GM allows it.
This animal gets an Enhanced Pet Biscuit, allowing it
to achieve that rare and baffling statistical condition
known as “being roughly equal to the rest of the party.”
For many animals, this is a miracle. For dogs, it
is confusing but oh boy is it also sooo exciting. For
cats, it is a demotion. For the humans in the party, it
is a sobering reminder that the family pet has been
watching you for years. That hamster living in her cage
in your bedroom? She has seen some shit.
ET
Your new pet starts at Level 1 no matter how, where,
or when you acquire it in the dungeon. Pet-class Mobs
and Earth-born pets die instantly at 0% Health Bar. To
prepare yourself for the inevitable, watch Marley and Me.
All pets that originate in the dungeon are the
property of Borant Corporation and are tagged
as “pet-class Mobs.” You have no legal rights or
contracts regarding pets you find in the dungeon.
However, the AI knows that crawler and pet combos
get a lot of viewers, so it doesn’t typically break up a
good ratings pair unless there’s a very good reason.
Here are the basic statistics for all pets. Pets have
Health Bar slots equal to their size value to start (typically 2–5), and gain 1 Health Bar slot each time they
level up, to a maximum of 10.
Pet, Level 1
Animal
1
100%
Level Evade Speed DR
1 +1 20+S 0
Str Int Con Dex Cha
2 (+1) 1 (+1) 2 (+1) 2 (+1) 1 (+1)
Slice Attack: d20 + F + STR to hit, 1d4 + STR Slashing
PET LEVELING
As a member of the party, pets level up when the
crawlers do. They’re equal. Actually, they’re more equal
because they level up twice as fast as crawlers do until
they reach level 15, gaining 2 levels at a time. Once at
level 15, they level up at the same rate as crawlers.
Pets get Stat increases just like crawlers do: 3 Stat
Points per level gained. You may place them as you
please, except for Intelligence.
Pets don’t have trackable Skill Ranks. Instead, their
Ranks in their Attacks, Spells, and abilities (when
rolling Checks) are equal to the Floor Number (even
at Level 1!). These Ranks don’t improve via the normal
ways: grinding, training, potions, or the like. Pets do
get Upgrades, though. Pet Attacks increase with an
extra base damage die at Rank 5, 10, and 15, just as
they do with crawlers, but for pets, that means floors
5, 10, and 15.
PET LEVEL 15
Your little critters grow up. At level 15, your pet is now
mature! It grew to its full size and won’t get any larger.
Congratulations, you didn’t kill your pet! As a reward,
it gains a new benefit, such as:
- Earthquake (Mongo): When the Pet performs a
Move Action prior to a melee Attack, roll 1d12. On
a 10+ result, an Earthquake occurs within that Burst
radius (10–12ft). All foes in the radius gain the Take
Down Debuff. Cooldown: 5 hours.
- Wrecking Ball (Tummy Acher): Once per day,
use a Move and Attack Action to make an Xd6+F
Bludgeoning attack, in an Area Line with range
equal to the Pet’s Move value. X is the size of
the pet.
- Spells (like Bianca): Good News! Pets don’t have
a Class, so they can cast Favored Spells without
additional Mana costs. Bad News! Pets must spend
Mana to cast Spells.
- Regeneration (Tummy Acher): If the Pet dies, it
comes back with +25% Stats and gains a new
weakness (such as a Vulnerability or Skill penalty).
Every fifth time it dies, it completely reverts to a
Level 1 Pet.
- Anything from the Pet’s Level 1 Special Abilities list
(see page 231).
- Create a new special or magical item to feed a
pet or to give it another choice of special abilities
(shows up in Legendary loot boxes).
- Or anything you can dream up and have your
GM approve.
4 CHAPTER 4: SKILLS, SPELLS, & GEAR
231
Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026.
Deities
Have the players stopped reading? Great. Now we can talk about the bad stuff. Gods aren’t really gods. And they can do bad stuff to crawlers, whether they’re controlled by the System AI, sponsored by someone outside the dungeon, or… something weirder. Okay, there’s good stuff too sometimes. Most god-level interactions fall under three categories: Boons, Penitence and Shunning, and Smites. BOONS Gods may reward especially fervent followers with a Boon. Table 63 shows some of the Boons a god might grant to their followers. The GM can roll a selection or simply choose from the table, and adjust the duration until a Quest is completed. PENITENCE AND SHUNNING Crawlers who stray from the commands of their god may be required to pay penance or face being Shunned until they properly atone. Penitence: For a first offense, the required tithe doubles as penance, and they are subject to the Shunned effect. For a second, the crawler’s required tithe quadruples, and they are subject to a second Shunned effect. A third offense generally results in being Smote. Shunned: Until the penance is paid, the crawler loses all benefits associated with worshiping the god. In addition, they are subject to one of the following temporary effects in Table 64. SMITES Those who forsake their deity, desecrate a deity’s temple, or directly disobey the commands of their deity are subject to being Smote. How the god chooses to Smite the offender can take several different forms. Before a smite, a deity may make their displeasure known in a less lethal manner (Table 64). For a proper smiting, Tables 65, 66, and 67 gives some ideas. In the Dungeon Crawler Carl series, Smites are a death sentence. NPCs who receive a smite should almost always die a terrible, gruesome death (Table 65). For player characters, Smites could also be instant death, but that’s not always fun at the table if the player isn’t purposely sacrificing their character. Good preparation, quick thinking, or possibly a Memory Stone might allow a PC to survive a Smite. Table 66 provides some suggestions. Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. CHAPTER 6: STORY ELEMENTS 1 6 313 TABLE 63: BOONS ROLL OR CHOOSE BOON EFFECT 1 Signature Skill An immediate Rank-Up Check for a god’s signature Skill (once per Skill per Floor). 2 Stat Bonus Advantage on all Stat or Skill Checks for one stat for 30 hours (GM will choose or roll 1d8: 1—Strength, 2—Constitution, 3—Dexterity, 4—Intelligence, 5—Charisma, 6–8—Deity’s Favored Stat randomly). 3 Signature Buff or Debuff Receive the deity’s signature Buff for 30 hours, or all enemies encountered in the next 30 hours gain the deity’s signature Debuff. 4 Weapon Bonus Gain Advantage for one Attack or Spell Skill for 30 hours. 5 Weapon Damage Double the Stat Mod applied on Attack or Spell Skill damage for 30 hours. 6 Signature Skill Gain access to one of the deity’s signature Skills for 30 hours at Rank 5. 7 Evade Bonus Gain Advantage on Evade Checks for 30 hours. 8 Forgiven Return to the good graces of your god. You are no longer required to pay penance, nor are you Shunned or smote for any past offenses. TABLE 64: DIVINE DEBUFFS ROLL OR CHOOSE NAME EFFECT 1 Stat The highest Stat is halved. 2 Skill The highest-ranked Skill is halved. 3 Movement Movement speed is halved. 4 Actions The number of Actions the crawler can take in combat is reduced to 1 every other round. 5 Resistance A single Immunity or Resistance is removed (determined by the GM). 6 Cooldown All cooldown time doubles. 7 Debuffs The duration of all Debuffs doubles. 8 Muted Gain the muted Debuff. TABLE 65: LETHAL SMITES FOR NPCS ROLL OR CHOOSE TYPE EFFECT 1 Signature Smite See Table 67. 2 Banished The offender is teleported away to a distant portion of the dungeon and never returns. 3 Wiped The deity irrevocably removes all cognitive functions of the offender. 4 Stilled The deity horrifically and permanently removes all muscle control from the offender. “If you see a god or if you find a temple or if you find a scroll of prayer, you’re given the option to worship a god. Once you do it, there’s a pawful of benefits but also a bunch of rules you gotta follow.” —Sinjin Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. 6 314 TABLE 66: NONLETHAL SMITES FOR PCS ROLL OR CHOOSE TYPE EFFECT 1 Signature Smite See Table 67. 2 Servant A powerful servant of the god (typically equivalent to a City Boss or stronger) appears nearby and fights the offender to the death. 3 Watched The god appears, glares at the offender, and leaves after making an ominous statement such as “I’m watching you.” The crawler gains the Omniscient Gaze Debuff until the end of the next Floor. The god can see everything the crawler does and enter the realm at any time. The god will then make good on the threat and cause numerous problems across this Floor and the next. 4 Others The deity kills, maims, or otherwise punishes the allies and loved ones of the offender. Few additional crawlers will trust them. Each god has their own typical way of smiting. You can use the signature smite for the first smite of the campaign or let the dice tell you what to do. Table 67 gives these god-specific smites. TABLE 67: SIGNATURE SMITES GOD SIGNATURE SMITE Apito The Offender is banished to the Nothing (for NPCs) or nearly so (for PCs). PCs gain the Nearly Obliterated Debuff for the rest of the floor: they have only one HB slot and cannot regain any until the next floor. Eileithyia NPC offenders are embraced and drift off to an endless sleep. PC offenders wake up but lose at least one day of time on the floor, two if the floor has more than 4 days remaining. Emberus All fire resistance or immunity is completely removed, and NPC offenders are incinerated with Sheol fire. PC offenders need to survive d12+F damage for ten rounds instead. Eris Offender is given a five-sided coin to flip, with all outcomes deadly or nearly so for the offender and their companions. Grull A mighty axe blow decapitating the offending NPC follower or removing a limb or two from a PC. Hellik NPC offenders crumble to a pile of dirt, which then spouts a seedling. PC offenders sprout 1d2 seedlings per day for the remainder of the Floor, and each seedling sprouted fills one HB slot which cannot be healed until the next Floor. Nekhebit The offender has their eyes pecked out and then is swarmed by a mass of vultures. This is fatal to NPCs, but PCs are left with an incurable Blinded condition until the Floor ends. Ogun Ogun places a white-hot hand upon the head of the NPC offender until their skin is seared to the bone. PCs must pass a CON-check each round for 5 rounds. Each near miss deals 1 HB damage, 2 on a miss, 3 on a major failure, or 4 on a critical failure. These cannot be healed while the god’s hand touches the crawler. Taranis Offender is struck by a lightning bolt from the heavens. This kills an NPC offender, but a PC offender must attempt a DEX-check against a difficulty of 31 to avoid taking a number of d12s of damage equal to the current floor. “There’s a 50% chance you’ll get ‘smited.’ | don’t know what that means, but it ain’t gonna be good.” —The System AI Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. CHAPTER 6: STORY ELEMENTS 1 6 315
Dungeon Crawler World — Consolidated Mechanics Tab (Books 1–8+)
SKILLS / SPELLS / ITEMS / SYSTEMS
Confirmed
Gods/worship/deity mechanics
- Champion system — a god can unilaterally name a crawler as Champion, granting deity-tier spells alongside enemy bounties and an obligation/smite clause.
- Deity-granted spells (Donut’s set) — Raise Forest, salt-water conversion, Gather Ye Vermin, Map the All Tree (floor-12+ only).
- God-freeze exploit — a sponsored deity can be rendered vulnerable during a companion’s “choice” window, exposing its human pilot to physical attack.
- Divine item interaction rule — when two divine items would apply near the same deity, only the stronger benefit applies (no stacking).
- Mark of the Damned — debuff/scar for formally abandoning a god/faith mid-worship; triggers a “smite” consequence.
- Church loan/debt system — interest-free shrine/temple loan; requires trading in a long-worn piece of jewelry as collateral; bars renouncing that religion while in debt; payable directly to the shrine.
- Vorpal (monster condition, not a species) — creatures “deputized” by the gods as living demon-hunting weapons; grow stronger/more aggressive near demons, sense and are drawn to them, won’t wander far once nearby demons are dead, self-destruct (killing everyone nearby) if losing a fight, dissipate back to the celestial realm once fed demon blood.
- Demon Eviction event — mass-death triggers forced ejection of demons from Sheol; weak/freshly-dead zombie shells randomly possessed; evicted demons must drag a soul back down to return home; possession strength limited by host shell’s physical power; grabbing a living target = automatic instant death via portal-drag; healing a possessed shell is unpredictable/dangerous; teleporting a possessed shell frees the demon at full power (do not do this).
- Eris’s chaos-effect randomizer — proximity to Eris triggers a random reality-warping effect each time; one instance caused an involuntary full inventory swap with the nearest crawler.
- Ceremony of Chaos / Bear Witness / Bring Forth the Witnesses — unique one-time Eris ritual: mass-teleports mortals into a floating “witness” pile, grants temporary invulnerability, disables long-range teleport across the whole floor for an hour; exploitable with major unintended side effects.