Twisted Tunnels: Making a Character (2026)

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A transcript from the Twisted Tunnels design lab, featuring LetsDrawRyoko (Natalie) and John St. Gaptooth

Download the complete Twisted Tunnels playtest PDF to make your own characters for madcap dungeon demolition.

John
Hi, I’m John.
Natalie
And I’m Natalie.
John
Here we are in the Twisted Tunnels design lab where the tunnels get twisted. We’re here to make a Twisted Tunnels character, and let’s get down to business.

Step 1: Roll Your Abilities

John
First things first, Natalie is going to roll her abilities.

Roll 3d6 for each of the six abilities: Charisma, Constitution, Dexterity, Intelligence, Luck, and Strength. Add all three dice together and assign the total to one ability. If all three dice show the same number—triples—mark that ability with an asterisk. Human characters can then add another 3d6 to any asterisked ability, repeating as long as triples keep coming.

John
Five, five, and one.
Natalie
Bruh. We’re going to add the 3d6s together, right?
John
Yes.
Natalie
Oh, okay. So that’s 11.
I’m going to put my 11 in Intelligence.
John
All right. Now we roll again. Okay—6, 3, and 1 is 10.
Natalie
10. I’m going to put that in my Dexterity.
John
All right. Okay—6, 4, and 3—yeah, 13.
Natalie
13. Oh, that goes in my Strength.
John
You already have an idea of what you’re going to play?
Natalie
Yes. A wizard!
John
All right.
Natalie
I’m sorry. Wizards are really cool.
John
All right. 3, 3, and 2.
Natalie
8. Oh, I’m going to put that in my Luck stat.… There you go.
John
All right. Okay, you have 1, 4, and 5.
Natalie
That’s 11.
John
What?
Natalie
That’s—wait, no. No, it’s not 11. That’s 10.
That’s gonna go in my Charisma.
John
All right. One left.
Natalie
And one more. All right—1, 1, and 5: 7.
7 is going to go in Constitution.

Figure Adds

John
All right. So now we figure the Adds for each attribute, which is equal to the ability divided by five, rounded down. So for 10 ÷ 5 is 2 for your Charisma Adds.
Natalie
2.
John
For 7 [Constitution] that would be 1 [Adds].
Natalie
2 [for Dexterity Adds].
John
And then for Luck—or Intelligence Adds, that would be 2. Luck [Adds] would be 1, and Strength [Adds] would be 2.
Your Adds are what you [add to] your rolls when your abilities are tested.

Sudden death: Should any ability ever drop to zero during play, you face sudden death. See Casual Mode for a gentler alternative.


Languages

Select languages equal to your INT Adds — that’s 2 for Natalie. Your native language comes first. Spoken and literate are separate picks. It’s fine to save undefined slots and discover them during play.


Step 2: Pick a Type

John
Now, let’s go ahead and pick a specialty [skill]. Go ahead and roll two dice on this table and you’ll get to pick what order they go in.
Natalie
All right. [Rolls.] Yeet!
John
So you got a 2 and 2. So 2 and 2 is “Danger Sense”. Go ahead and write down “Danger Sense” under your specialty skill.

Specialty skills are an optional rule. They give you +1d on related Saving Rolls, and they also give you contacts, resources, rivals, and debts related to your background.

Natalie
All right.
John
And now you said you’re going to play a Magic-User?
Natalie
M’hm.
John
All right. So I’m going to go ahead and show what a Magic-User gets. The Magic-User survives by wits and magic in their bones. Trained by the mysterious Guild in spellcraft, Magic-Users can learn any spell just by paying the Guild. They start with all Apprentice spells. When you cast a spell while holding a wizard’s brand, subtract your level from the casting cost — that’s a minimum cost of 1. And you can use Light weapons with no penalty. You get only one die when using any other weapon, and no Adds.

The other Types are the Warrior — who can use any weapon without penalty, doubles armor protection, gets a named signature weapon, and gets +1d against any creature that has wounded them. And the Rogue, a jack-of-all-trades who can use any weapon and learn spells, but only from a Magic-User in the party, or by making an Intelligence Saving Roll when observing a spell being cast. Rogues can’t advance past level 7 unless they choose another path.


Step 3: Gear Up

John
The next step is selecting your gear. Here’s the gear. You get one Rare item, two Uncommon items, and three Common items.

You also get a backpack, traveling clothes, 1d6 torches, and 1d6 rations — all for free.

Natalie
I’m going to choose a wizard’s brand and it’s going to be an hourglass.
John
Okay. The hourglass allows you to sustain your spells for longer.
All right, that’s your Rare item. Then you can pick two Uncommon items.

A wizard’s brand is what lets Magic-Users subtract their level from casting costs. Other brand options include an orb, ritual dagger, scroll, staff, or wand.

Natalie
Uncommon. I’m going to pick a disguise kit, and a silk rope.
John
And then you can pick any three Common items. For your Common items, don’t pick a backpack or traveling clothes because you get those for free.
Natalie
Chomp Dog!
John
The Chomp Dog has a Monster Rating of 15. It has a specialty in fighting and [is an] outstanding scent tracker — but it may go berserk whenever it smells a monster. So a Chomp Dog is not something you want to bring on a stealth mission.
Natalie
Uh-uh!
A big onion.
John
Big onion? It’s pretty much mandatory at this point. The big onion is good for your breath, or instant tears. And may have some nutritional value.
Natalie
I’m going to bring ritual candles.
John
Ritual candles. All right, you get 20. Are you planning any rituals in the dungeon?
Natalie
M’hm. [something something] Kesh.
John
All right. Okay, so you’re getting revenge for the last time.

John starts to move on to heirs, then catches himself:

John
Next up is, after gear, you choose an heir or _heiress_—oh wait.
You did not pick a weapon. So, you don’t want to be armed?
Natalie
Uh, I guess I’ll choose a sword. Wait, can I choose a sword?
John
You can choose [one]. Yes.
So all the Light weapons, Light ranged, martial weapons, and martial reach weapons are Common.
Heavy ranged weapons and Heavy reach weapons are Uncommon,
and Buster weapons are Rare.
Natalie
Oh! I’m going to choose a Common weapon. I already got my hourglass.
I’m going to use a war hammer!
John
Okay, so the war hammer is under martial weapons, so it gets two dice in combat.†
But now you have to sacrifice one of your Common items because you only pick three.

†As a Magic-User, Natalie’s character can’t benefit from 2d weapons! We noticed this right after the video ended, and she chose a bagh naka instead.

Natalie
I’m sacrificing the onion.
John
Oh man. So you don’t want to go into the dungeon with fresh breath.

Torches, Rations & Personal Items

John
All right. Then you also get 2 personal items.
Wait, before that: you also get 1d6 torches, 1d6 rations…
Natalie
*Torches*—oh, I get 6!
John
All right.
Natalie
And then, how many rations am I getting? I get 2 rations.
John
Two rations?
Natalie
Going to starve.
John
Then, you also get a backpack and your traveling clothes. These items alone do not count towards weight.
Natalie
Okay.
John
And you get 2 personal items.
You get one Common item from your homeland and one mundane item found in the Twisted Tunnels on a previous failed expedition. They’re not valuable or magical, but they’re special to you.

Tell us why they matter—maybe your grandmother’s wooden spoon saved your life, or that bent copper coin reminds you never to trust a goblin’s smile.

Natalie
Um, magic amulet, and…
John
Was that a mundane personal item, or a mundane item from the Twisted Tunnels?
Natalie
A mundane item from the Twisted Tunnels.
Natalie
And then a mundane item [from my homeland] is going to be an alcohol mug.
John
Okay. All right. Like a flagon?
Natalie
Mhm.
John
Okay.
Natalie
A flagon, and the magical—I did say magical amulet, right?
John
Yeah. What does it look like?
Natalie
It’s round, and like this. It’s got a little stopwatch on top, and it’s got a ring around the stopwatch, and then it’s got a thing that goes around the neck.
John
Okay. Does it have anything on the face?
Natalie
Oh, it’s got a family heirloom crest on it. So it’s going to be a lion on the front.
John
Okay. Okay. All right! So, like your coat of arms—or somebody’s coat of arms [since] you said you found this in the Twisted Tunnels?
Natalie
Yeah.
John
Okay. All right.

Roll 3d6—that’s how many silver groats you start with. Gold gilders and copper farthings also circulate, but conversion varies by location (suggested: 1 gold = 50 silver, 1 silver = 10 copper). We skipped this by accident!


Loadout

Count your items—that’s your Load. Your Load Limit is the sum of your Constitution, Dexterity, and Strength Adds (1 + 2 + 2 = 5 for Natalie’s character). Under your limit you’re Nimble; between your limit and double it you’re Steady; over double you’re Clumsy. You can only carry Heavy items up to your STR Adds — that’s 2 for Natalie.


Step 4: Name Your Heir

John
And then the final thing is, you pick an heir or heiress, who will inherit all your junk if you die.
Natalie
My dog.
John
Your dog?
Natalie
Droolius Caesar.
John
If you leave it to your dog, then whoever owns your dog will pick it up.
Natalie
Yes.
John
All right. Okay. All right.

We shot some more after this clip, including Natalie naming her character “Sabrina”, and swapping out her war hammer for bagh naka hooks. We even shot the beginning of a combat scene, but we decided to save that for another time!

Thanks for tuning in!

Download the complete Twisted Tunnels playtest PDF here.

See Natalie’s art at letsdrawryoko.com, will ya?

Author
Categories Twisted Tunnels RPG, Meaningful Labor

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