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Player Quickstart

The ShadowDark Player Quickstart Guide provides essential information for playing the role-playing game, including gear, player turn sequence, movement, and character creation. Players can choose from various ancestries and classes, each with unique abilities and stats that influence gameplay. The game emphasizes speed, danger, and simplicity, encouraging quick decision-making and real-time actions.

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0% found this document useful (0 votes)
179 views24 pages

Player Quickstart

The ShadowDark Player Quickstart Guide provides essential information for playing the role-playing game, including gear, player turn sequence, movement, and character creation. Players can choose from various ancestries and classes, each with unique abilities and stats that influence gameplay. The game emphasizes speed, danger, and simplicity, encouraging quick decision-making and real-time actions.

Uploaded by

Qweqwe
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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# ShadowDark: The Role-Playing Game - Player Quickstart Guide

## Basic Information & Quick References

### Basic Gear

| Item | Cost | Quantity Per Gear Slot | Notes |


| :------------------ | :---- | :--------------------- | :-------------------------- |
| Arrows (20) | 1 gp | 1-20 | |
| Backpack | 2 gp | 1 | First one free to carry |
| Caltrops (one bag) | 5 sp | 1 | |
| Coin | Varies| 100 | First 100 free to carry |
| Crossbow bolts (20) | 1 gp | 1-20 | |
| Crowbar | 5 sp | 1 | |
| Flask or bottle | 3 sp | 1 | |
| Flint and steel | 5 sp | 1 | |
| Gem | Varies| 1-10 | |
| Grappling hook | 1 gp | 1 | |
| Iron spikes (10) | 1 gp | 1-10 | |
| Lantern | 5 gp | 1 | |
| Mirror | 10 gp | 1 | |
| Oil, flask | 5 sp | 1 | Fuels lantern for 1hr real time |
| Pole | 5 sp | 1 | 10' long |
| Rations (3) | 5 sp | 1-3 | 1 ration = 1 day supply |
| Rope, 60' | 1 gp | 1 | |
| Torch | 5 sp | 1 | Burns for 1hr real time |

### Gear Slots


* Carry a number of items equal to your **STR stat or 10**, whichever is higher.
* All gear besides typical clothing fills **one gear slot** unless noted.
* Gear that is hard to transport might fill more than one slot.

### Player Turn Sequence


1. Count down timers for your spells and other effects.
2. Take an action and move up to **near** (split up movement in any way).
3. Move **near** again if skipping action.
4. The GM describes the results.

### Difficulty Class (DC)


* **Easy (DC 9):** Leaping a narrow chasm, sneaking up on an inattentive guard.
* **Normal (DC 12):** Kicking open a stuck door, picking a poor lock.
* **Hard (DC 15):** Swimming against a strong current, giving first aid to stop a character from
dying.
* **Extreme (DC 18):** Climbing a slippery cliff one-handed, restraining a frenzied lion.

### Distance & Movement


* **Close:** 5 feet.
* **Near:** Up to 30 feet.
* **Far:** Within sight.
* **Climbing:** DEX or STR check, half speed. Fall if fail by 5+ points.
* **Falling:** 1d6 damage every 10 feet.
* **Moving Through:** Move freely through allies. Pass a STR or DEX check to move through
enemies.
* **Swimming:** Swim half speed (STR check in rough water). CON check if holding breath (fail
= 1d6 damage/rd until exiting hazard).

### Morale
* Enemies reduced to half their number (or half HP for solo) flee if they fail a DC 15 Wisdom
check.
* Large Groups: Make one check using the leader's WIS modifier.

### Dying
* **Death Timer:** When at 0 HP, roll 1d4 + CON modifier (min. 1) rounds until death.
* **On Your Turn While Dying:** Roll a d20. Natural 20 = rise with 1 HP.
* **Stabilize:** Close range, DC 15 INT check. Success stops the dying process (target remains
unconscious).

### Spell Focus


* Can't cast other focus spells while focusing.
* Make a spellcasting check at the start of your turn to maintain the spell.
* **Success:** The spell stays in effect until the start of your next turn.
* **Failure:** The spell ends. You do not lose the ability to cast that spell again later.
* **Distraction (Taking Damage, etc.):** Immediately make a spellcasting check to maintain
focus.

***

## Shadowdark RPG Introduction

### What is Shadowdark?


* A fantasy adventure game about delving into dangerous places (ruins, cities, forests, lairs) for
gold and glory.
* The "Shadowdark" is any place ruled by danger and darkness, holding secrets and treasures.
* Players confront traps, magic, and monsters. Surviving yields riches.
### What Defines This Game?
* **Speed, danger, and simplicity**.
* Magic is perilous; battles are fast and deadly; cleverness is key.
* Rules-light and intuitive, encouraging quick decisions.
* **Real-time torch timer:** Torches last 1 hour of real time, creating urgency.

### How Do I Play?


* This guide contains everything needed to start.

***

## The Basics

### Characters & Game Master (GM)


* **Players:** Decide character actions and tell the GM.
* **GM:** Determines success, describes results, controls monsters/environment.
* Gameplay is a back-and-forth conversation. Ask: "What would my character do?".

### The Dice


* Uses d4, d6, d8, d10, d12, d20.
* **Multiples (e.g., 3d6):** Roll the specified number of dice, add totals.
* **Advantage:** Roll twice, use the higher result.
* **Disadvantage:** Roll twice, use the lower result.

### Stats
* Six characteristics (3-18) with modifiers (-4 to +4).
* **Strength (STR):** Physical power.
* **Dexterity (DEX):** Agility, reflexes.
* **Constitution (CON):** Endurance, resistance.
* **Intelligence (INT):** Logical ability.
* **Wisdom (WIS):** Instinct, willpower.
* **Charisma (CHA):** Appeal, presence.

### Actions & Movement


* On your turn, describe your intended action (e.g., "shoot the troll with my bow").
* The GM might require a check.
* Move up to **near** (30 feet) on your turn, broken up as desired.
* If you skip your action, you can move **near** again.

### Rounds
* Turns proceed clockwise, starting after the GM.
* One round = everyone has taken one turn.
### Checks
* Used for risky actions.
* Roll **d20 + Stat Modifier** vs. **Difficulty Class (DC)** set by the GM.
* Success if total equals or beats DC.
* Example: DC 9 Strength check to leap a chasm.

### Hit Points (HP)


* Represent injury tolerance. Damage reduces HP.
* Regain lost HP after a night's rest.
* **Zero HP:** Character is dying. Death occurs in 1d4 + CON modifier rounds (min 1).
* Dead characters are retired from play.

***

## Characters

### Character Creation Overview


* Get dice, character sheet, and follow the guide.
* Walkthrough video available.

### Character Sheet Components


* **Name:** Your adventurer's name.
* **Ancestry:** Cultural/ancestral heritage.
* **Class:** Your character's job.
* **Level:** Start at 1st level.
* **XP:** Start with 0 Experience Points. Gain XP from treasure/boons.
* **Alignment & Deity:** Cosmic link (Law, Chaos, Neutral); chosen god.
* **Title:** Changes with level, class, alignment.
* **Background:** History/past experience; gain advantages related to it.
* **Stats:** Six scores determining characteristics.
* **HP (Hit Points):** Injury sustained before death. Reduced by damage, regained by rest.
* **AC (Armor Class):** Difficulty to injure you (base 10 + DEX modifier; modified by armor).
Class determines armor proficiency.
* **Attacks:** Weapons wielded. Class determines weapon proficiency.
* **Talents:** Special abilities from class, ancestry, talent rolls. Benefits stack.
* **Spells:** Some classes cast magic.
* **Gear:** Equipment carried. Capacity = STR or 10 (higher).

### 1st-Level Characters Start With:


* Background
* Stats
* Choice of Ancestry
* Choice of Class
* One Class Talent roll
* HP = One roll of class hit die + CON modifier (min 1)
* Title
* Choice of Alignment
* 2d6 x 5 gold pieces to buy gear

### Backgrounds (Roll d20)

| d20 | Background | Details |


| :-- | :------------------ | :--------------------------------------------------------- |
| 1 | Urchin | Grew up in the merciless streets of a large city |
| 2 | Wanted | Price on your head, but you have allies |
| 3 | Cult Initiate | Know blasphemous secrets and rituals |
| 4 | Thieves' Guild | Connections, contacts, and debts |
| 5 | Banished | Cast out by your people for supposed crimes |
| 6 | Orphaned | Unusual guardian rescued and raised you |
| 7 | Wizard's Apprentice | Knack and eye for magic |
| 8 | Jeweler | Easily appraise value and authenticity |
| 9 | Herbalist | Know plants, medicines, and poisons |
| 10 | Barbarian | Left the horde, but it never quite left you |
| 11 | Mercenary | Fought friend and foe alike for coin |
| 12 | Sailor | Pirate, privateer, or merchant – seas are yours |
| 13 | Acolyte | Trained in religious rites and doctrines |
| 14 | Soldier | Served as a fighter in an organized army |
| 15 | Ranger | Woods and wilds are your true home |
| 16 | Scout | Survived on stealth, observation, and speed |
| 17 | Minstrel | Traveled far with charm and talent |
| 18 | Scholar | Know much about ancient history and lore |
| 19 | Noble | Famous name has opened many doors |
| 20 | Chirurgeon | Know anatomy, surgery, and first aid |

### Stats
* **Determine Stats:** Roll 3d6 for each stat in order (STR, DEX, CON, INT, WIS, CHA).
* **Optional Reroll:** If no stat is 14 or higher, may reroll all six.
* **Stat Modifiers:**

| Stat | Modifier |
| :---- | :------- |
| 1-3 | -4 |
| 4-5 | -3 |
| 6-7 | -2 |
| 8-9 | -1 |
| 10-11 | 0 |
| 12-13 | +1 |
| 14-15 | +2 |
| 16-17 | +3 |
| 18+ | +4 |
* **Stat Uses:**
* **STR:** Melee combat, bashing doors, swimming (Fighter).
* **DEX:** Ranged combat, balancing, sneaking, hiding (Thief).
* **CON:** Holding breath, resisting poison/injury.
* **INT:** Wizard spells, deciphering, learning (Wizard).
* **WIS:** Priest spells, detecting hidden things, omens (Priest).
* **CHA:** Persuasion, resisting mental control.

### Ancestry
* **Dwarf:**
* Sturdy folk from mountain kingdoms.
* Languages: Common, Dwarvish.
* **Stout:** +2 starting HP. Roll HP gains per level with advantage.
* **Elf:**
* Ethereal, long-lived people revering knowledge/beauty.
* Languages: Common, Elvish, Sylvan.
* **Farsight:** +1 bonus to ranged attack rolls OR +1 bonus to spellcasting checks.
* **Goblin:**
* Clever, small green beings thriving in darkness.
* Languages: Common, Goblin.
* **Keen Senses:** Cannot be surprised.
* **Halfling:**
* Small, cheerful, mischievous country folk.
* Languages: Common.
* **Stealthy:** Once per day, become invisible for 3 rounds.
* **Half-Orc:**
* Towering, tusked warriors; daring and relentless.
* Languages: Common, Orcish.
* **Mighty:** +1 bonus to attack and damage rolls with melee weapons.
* **Human:**
* Bold, adaptable, diverse people who learn quickly.
* Languages: Common, one additional common language.
* **Ambitious:** Gain one additional talent roll at 1st level.

### Fighter Class


* Warriors defined by steel and grit.
* **HP:** 1d8 per level.
* **Armor:** All armor and shields.
* **Weapons:** All weapons.
* **Hauler:** Add CON modifier (if positive) to gear slots.
* **Grit:** Choose STR or DEX. Gain advantage on checks of that type to overcome opposing
force.
* **Weapon Mastery:** Choose one weapon type (e.g., longswords). Gain +1 attack/damage
with it. Add half level (round down) to these rolls.
* **Fighter Talents (Roll 2d6):**
* 2: Gain Weapon Mastery (one additional type).
* 3-6: +1 to melee and ranged attacks.
* 7-9: +2 to STR, DEX, or CON stat.
* 10-11: Choose one armor type. Get +1 AC from it.
* 12: Choose a talent OR +2 points to distribute to stats.

### Priest Class


* Wield divine power for cleansing or zealous purpose.
* **HP:** 1d6 per level.
* **Armor:** All armor and shields.
* **Weapons:** Club, crossbow, dagger, mace, longsword, staff, warhammer.
* **Languages:** Know Celestial, Diabolic, or Primordial.
* **Deity:** Choose a god matching alignment. Start with a holy symbol (0 gear slots).
* **Spellcasting:** Cast known priest spells. Make spellcasting check (d20 + WIS mod vs. DC 10
+ spell tier). Know **Turn Undead** (doesn't count towards known) + **two Tier 1** priest spells
at level 1. Learn more spells on level up.
* **Priest Talents (Roll 2d6):**
* 2: Gain advantage on casting one known spell.
* 3-6: +1 to melee or ranged attacks.
* 7-9: +1 to priest spellcasting checks.
* 10-11: +2 to STR or WIS stat.
* 12: Choose a talent OR +2 points to distribute to stats.
* **Priest Spells Known (Levels 1-3)**

* **Level 1:** Knows **2** Tier 1 spells.


* **Level 2:** Knows **3** Tier 1 spells.
* **Level 3:** Knows **3** Tier 1 spells and **1** Tier 2 spell.

*(Remember, Priests also automatically know Turn Undead, which doesn't count against these
totals)*

### Thief Class


* Stealthy operatives, con artists, and burglars.
* **HP:** 1d4 per level.
* **Armor:** Leather armor, mithral chainmail.
* **Weapons:** Club, crossbow, dagger, shortbow, shortsword.
* **Backstab:** Deal extra weapon die of damage if target is unaware of attack. Add additional
dice equal to half level (round down).
* **Thievery:** Adept at thieving skills; start with thieves' tools (0 gear slots). Trained (advantage
on checks) in:
* Climbing.
* Sneaking and hiding.
* Applying disguises.
* Finding and disabling traps.
* Delicate tasks (picking pockets, opening locks).
* **Thief Talents (Roll 2d6):**
* 2: Gain advantage on initiative rolls (reroll if duplicate).
* 3-5: Backstab deals +1 die of damage.
* 6-9: +2 to STR, DEX, or CHA stat.
* 10-11: +1 to melee and ranged attacks.
* 12: Choose a talent OR +2 points to distribute to stats.

### Wizard Class


* Manipulators of arcane magic.
* **HP:** 1d4 per level.
* **Armor:** None.
* **Weapons:** Dagger, staff.
* **Languages:** Know two additional common languages and two rare languages.
* **Spellcasting:** Cast known wizard spells. Make spellcasting check (d20 + INT mod vs. DC
10 + spell tier). Know **three Tier 1** wizard spells at level 1. Learn more spells on level up.
* **Learning Spells:** Can permanently learn wizard spell from scroll. Requires 1 day study, DC
15 INT check. Scroll consumed regardless of success. Learned spells don't count toward known
limit.
* **Wizard Talents (Roll 2d6):**
* 2: Make one random magic item (see GM Guide).
* 3-7: +2 to INT stat OR +1 to wizard spellcasting checks.
* 8-9: Gain advantage on casting one known spell.
* 10-11: Learn one additional wizard spell of any tier known.
* 12: Choose a talent OR +2 points to distribute to stats.
* **Wizard Spells Known (Levels 1-3)**

* **Level 1:** Knows **3** Tier 1 spells.


* **Level 2:** Knows **4** Tier 1 spells.
* **Level 3:** Knows **4** Tier 1 spells and **1** Tier 2 spell.

*(Wizards can also learn additional spells from scrolls they find)*

### Alignment
* Defines role in conflict between Law (good/order), Chaos (evil/destruction), and Neutrality
(balance). Choose one.
* **Lawful:** Fairness, order, virtue. "Good of the whole" mentality.
* **Chaotic:** Destruction, ambition, wickedness. "Survival of the fittest" mentality.
* **Neutral:** Balance. "Nature must take its course" mentality.

### Languages
* **Common Languages:** Common, Dwarvish, Elvish, Giant, Goblin, Merran, Orcish, Reptilian,
Sylvan, Thanian.
* **Rare Languages:** Celestial, Diabolic, Draconic, Primordial.

### Deities
* Personifications of Law, Chaos, Neutrality. May worship any, multiple, or none.
* **Priests:** Must choose one god matching alignment to serve faithfully. Deity can revoke
spellcasting for blasphemy.
* **The Four Lords (Lawful/Neutral):** Saint Terragnis (L - Justice/Righteousness), Madeera the
Covenant (L - Cosmic Law), Gede (N - Feasts/Wilds/Storms), Ord (N -
Magic/Knowledge/Secrets). Worshipped by most folk.
* **The Dark Trio (Chaotic):** Memnon (C - Destruction/Madeera's Twin), Shune the Vile (C -
Arcane Secrets/Scheming), Ramlaat (C - Pillaging/Strength/Prophecy). Worshipped by
malevolent beings.
* **The Lost (?):** Two original gods lost to history, names expunged.

### Gear
* **Gear Slots:** Carry items equal to STR or 10 (higher). Most items take 1 slot. Backpack (first
one) is free. 100 coins or 10 gems are free.
* **Basic Gear List:** (See table at start).
* **Item Descriptions:** Arrows, Backpack, Caltrops (1 dmg, half speed 10 rounds), Coin
(1gp=10sp=100cp), Bolts, Crowbar (Adv on prying checks), Flask, Flint/Steel (routine fire start
succeeds), Gem, Grappling Hook, Iron Spikes, Lantern (lights double near, needs oil), Mirror, Oil
Flask (fuels lantern 1hr, covers close area, burns 4 rnds, 1d4 dmg/rnd), Pole (10'), Rations (1
day food/water), Rope (60'), Torch (lights near, burns 1hr real time).
* **Crawling Kit (7gp, 7 slots):** Backpack, Flint/steel, 2 Torches, 3 Rations, 10 Spikes,
Grappling hook, Rope.
* **Armor:**
* Leather: 10gp, 1 slot, AC 11+DEX mod.
* Chainmail: 60gp, 2 slots, AC 13+DEX mod, Disadv stealth/swim.
* Plate Mail: 130gp, 3 slots, AC 15, No swim, Disadv stealth.
* Shield: 10gp, 1 slot, +2 AC, Occupies one hand.
* Mithral: x4 cost, -1 slot, removes stealth/swim penalties.

***

### Weapons
| Weapon | Cost | Type | Range | Damage | Properties | Gear Slots |
| :------------ | :---- | :--- | :---- | :--------- | :---------- | :--------- |
| Bastard sword | 10 gp | M | C | 1d8/1d10 | V |2 |
| Club | 5 cp | M | C | 1d4 |- |1 |
| Crossbow | 8 gp | R | F | 1d6 | 2H, L |1 |
| Dagger | 1 gp | M/R | C/N | 1d4 | F, Th |1 |
| Greataxe | 10 gp | M | C | 1d8/1d10 | V |2 |
| Greatsword | 12 gp | M | C | 1d12 | 2H |2 |
| Javelin | 5 sp | M/R | C/F | 1d4 | Th |1 |
| Longbow | 8 gp | R | F | 1d8 | 2H |1 |
| Longsword | 9 gp | M | C | 1d8 |- |1 |
| Mace | 5 gp | M | C | 1d6 |- |1 |
| Shortbow | 6 gp | R | F | 1d4 | 2H |1 |
| Shortsword | 7 gp | M | C | 1d6 |- |1 |
| Spear | 5 sp | M/R | C/N | 1d6 | Th |1 |
| Staff | 5 sp | M | C | 1d4 | 2H |1 |
| Warhammer | 10 gp | M | C | 1d10 | 2H |1 |

**Weapon Types:**
* **Melee (M):** Strike at arm's reach (Close range).
* **Ranged (R):** Strike at a distance.

**Range:**
* **Close (C):** Within 5 feet.
* **Near (N):** Up to 30 feet.
* **Far (F):** Within sight during an encounter/scene.

**Weapon Properties:**
* **Finesse (F):** You may use your STR or DEX modifier when attacking with this weapon.
* **Loading (L):** You must forgo moving to reload this weapon after firing it.
* **Thrown (Th):** You may throw this weapon to make a ranged attack with it, using your STR
or DEX modifier.
* **Versatile (V):** You can use this weapon with one or two hands. Use the higher damage die
listed if you are wielding it with two hands.
* **Two-handed (2H):** You must use this weapon with two hands.

***

### Level Advancement


* **Experience Points (XP):** Gained from treasure/boons quality. Awarded during or end of
session.
* Poor: 0 XP
* Normal: 1 XP
* Fabulous: 3 XP
* Legendary: 10 XP
* **Leveling Up:** Requires (Current Level x 10) XP. XP resets to 0 upon leveling.
* **Benefits of Leveling:**
* Gain new Title, Spells (if applicable), Talent improvements.
* Increase Max HP.
* Might gain Talent Roll (see table).
* **Advancement Table:**
| Level | Talent Roll | XP to Next Level |
| :---- | :---------- | :--------------- |
| 1 | +1 | 10 XP |
|2 |- | 20 XP |
| 3 | +1 | 30 XP |
|4 |- | 40 XP |
| 5 | +1 | 50 XP |
|6 |- | 60 XP |
| 7 | +1 | 70 XP |
|8 |- | 80 XP |
| 9 | +1 | 90 XP |
| 10 | - | 100 XP |
* **Talent Roll:** Gain one roll on class talent table at indicated levels. Duplicates stack unless
noted.
* **Increased HP:** Roll class HP die, add to Max HP.

***

## Gameplay

### Rolling the Dice


* **Advantage:** Roll twice, use better result. For strong position.
* **Disadvantage:** Roll twice, use worse result. For weak position.
* **Canceling:** Advantage + Disadvantage cancel out.
* **Natural 20:** Max success. Attack auto-hits & crits.
* **Natural 1:** Max failure. Attack auto-misses, may hit ally.
* **d6 Decider:** For random chance (e.g., dropped torch). 1-3 = worse outcome, 4-6 = better
outcome.

### Luck Tokens


* Awarded by GM for exceptional roleplaying, heroism, coolness.
* Can only hold one at a time.
* **Use:** Reroll any roll you just made (must use new result).
* Can give token to a companion.
* **GM Guidance:** Award 2-3 per player/session for pulpy feel; 0 for grim feel.

### Using Stats


* Examples provided for STR, DEX, CON, INT, WIS, CHA checks.
* **INT vs. WIS:** INT = knowledge/logic; WIS = sensory acuity/instinct.

### Making Checks


* **When to Roll:** GM calls for check if: action has negative consequence for failure, requires
skill, OR there's time pressure. Routine tasks often don't require rolls. Social encounters often
rely on roleplaying, not checks.
* **Difficulty Class (DC):** Easy (9), Normal (12), Hard (15), Extreme (18).
* **Contested Checks:** Multiple creatures working against each other. Each rolls relevant stat
check; highest result wins (reroll ties).

### Time
* **Real Time:** Game time passes same rate as real time, primarily for tracking light sources (1
hour real time = typical duration). If untracked, assume 1 hour = 10 rounds.
* **Turns & Rounds:** Player turn = moment to act. Round = each participant (players + GM)
takes one turn.
* **Time Passes (GM Fiat):** For longer activities (e.g., 10 min search). Advance timers.
* **Minutes Pass:** Round-duration effects expire. GM rolls 1 random encounter check (1-3
on d6).
* **Hours/Days Pass:** Shorter duration effects expire. GM checks for encounters using
overland travel rules. Game world fast-forwards.

### Turn Order


* Played in turn order from the start.
* **Initiative:** At start of game/combat. Everyone rolls d20 + DEX mod (GM uses highest
monster DEX). Highest roll goes first, turns proceed clockwise.
* **Freeform Mode (Optional):** Loose round-robin, players decide order, GM adjudicates.
* **Player Turn:** 1. Countdown timers. 2. Take action & move near (can split). Move near again
if skipping action. 3. GM describes results.
* **GM Turn:** 1. Countdown timers. 2. Check random encounter (if needed). 3. Take
monster/environment actions/moves. 4. Describe results to characters.

### Crawling (Out of Combat Exploration)


* **The Shadowdark:** Any place of darkness, danger, myth.
* **Vision & Light:** Need light to see unless dark-adapted. Areas outside light source = total
darkness.
* **Light Sources:** Most last 1 hour real time. New lights lit while another is active "ride along"
on current timer (GM discretion). Only one active timer usually.
* **Total Darkness:** Non-adapted creatures have disadvantage on most tasks. Check for
random encounter every crawling round.
* **Movement:** Distances = Close (5'), Near (30'), Far (sight). Climbing (STR/DEX check, half
speed). Falling (1d6/10ft). Moving Through (Allies free; Enemies STR/DEX check). Swimming
(STR check, half speed; CON check hold breath).
* **Actions:** Prying gems, sneaking, giving speeches, tapping walls, scanning rooms.
* **Regroup:** GM may allow PCs within reach to form marching order, move as group.
* **Encounters:** Any challenge stopping progress.

### Resting
* Requires 1 ration consumed + 8 hours sleep.
* **Interruption:** Stressful interruptions (e.g., combat) require DC 12 CON check; fail = ration
consumed, no rest benefit.
* **Danger Level & Encounters:** While resting in dangerous areas, GM checks for random
encounters based on danger level (Unsafe: every 3hrs; Risky: every 2hrs; Deadly: every 1hr).
* **Success:** Regain all lost HP, recover stat damage. Some abilities recharge.
* **Campfire:** Combine 3 torches. Immobile. Lasts 8 hours if tended. Lights near distance.

### Stealth and Surprise


* **Hiding/Sneaking:** Requires DEX checks vs. detection (GM sets DC/frequency). Can't hide if
visible. Need cover.
* **Detecting:** Requires active look/listen. Automatic success if looking in right place.
Otherwise, WIS check to perceive.
* **Surprise:** Creature starting turn undetected gets surprise. If combat hasn't started,
surprised take one turn *before* initiative roll. Advantage on attack rolls vs. surprised targets.
Attacking reveals position.

### Combat
* **Start:** Determine surprise. Surprised creatures take 1 turn first.
* **Combat Initiative:** Roll new initiative (d20+DEX). Highest goes first, clockwise turns.
* **Combat Turns:** 1 Action + Move Near (split move). Move Near again if no action.
* **Actions:**
* **Melee Attack:** d20 + STR mod + bonuses vs. AC.
* **Ranged Attack:** d20 + DEX mod + bonuses vs. AC.
* **Cast Spell:** Takes action.
* **Improvise:** GM determines check/roll needed.
* **Multitask:** Small parallel tasks (stand up, speak, use item, drink potion) usually don't use
action.
* **Damage:** Roll weapon/spell damage dice + bonuses. Target subtracts from HP.
* **Knockout:** Can choose to knock out instead of kill at 0 HP.
* **Critical Hit:** Natural 20 on attack/spellcast check. Weapon: double damage dice. Spell:
double one numerical effect.
* **Terrain:** Disadvantage attacking target half-hidden by cover. Can't target if unseen.
Hampering terrain = half move speed.
* **Morale:** Enemies at half number/HP check DC 15 WIS or flee.
* **Death:** 0 HP = unconscious & dying. Above 0 HP = awake.
* **Death Timer:** Roll 1d4 + CON mod (min 1) = rounds until death.
* **On Turn:** Roll d20. Nat 20 = rise with 1 HP.
* **Stabilize:** Close range, DC 15 INT check. Success stops dying (still unconscious).
* **Death:** Character is retired.

### Downtime Activities

Between adventures, when the party has returned to a safe location like a town, you can choose
to undertake **one** downtime activity per period of downtime (GM determines frequency).
Common options include Carousing and Learning.

#### CAROUSING

When you return from the Shadowdark, you can carouse to celebrate your heroic exploits and
convert coin into Experience Points (XP). Carousing can also lead to new contacts (friendly or
otherwise), complications, or even opportunities.

* **Procedure:**
* The party decides on the level of the carousing event, and each participating character
contributes an equal share of the total **Gold Piece (gp)** cost.
* Each participant then rolls **1d8 + the event's Bonus** (if any).
* The GM consults the **Carousing Outcome Table** (kept private) and describes the specific
results for each character based on their roll.

* **Carousing Event Levels & Costs:**

| Event Description | Total Cost | Roll Bonus |


| :------------------------------------------------------------------- | :--------- | :--------- |
| A worthy night of drinking and festivity | 30 gp | +0 |
| A full day and night of revelry, gambling, and recounting exploits | 100 gp | +1 |
| Two days of crawling dozens of taverns to sing, buy rounds, celebrate| 300 gp | +2 |
| A three-day voyage into the finest food, drink, and gambling | 600 gp | +3 |
| A hazy, weeklong bender that runs multiple well-known taverns dry | 900 gp | +4 |
| A spirited fete lasting ten days that attracts hordes of revelers | 1,200 gp | +5 |
| Two legendary weeks of drinking and debauchery city-wide | 1,800 gp | +6 |

* **Carousing Outcome Table (GM Reference Only):**


*(GM Note: Based on the character's d8 roll + Bonus, consult the official Carousing Outcome
table to determine the specific results, including XP gain, gold changes, new contacts/enemies,
acquired items, lingering effects, etc. Announce these results to the players individually or as a
group narrative.)*
### LEARNING

Your character may wish to learn a new skill during downtime. In order to learn a new skill, you
must find a capable instructor who is willing to teach you.

You can't typically learn another class's or ancestry's unique talents (like Spellcasting or
Backstab if you aren't that class), but you can often learn auxiliary skills. Examples include
gaining proficiency in a specific skill you weren't previously good at, learning a new language,
becoming trained with a specific tool set, or learning unique local knowledge (like how to ride a
sandworm using a harness). Learning enables you to perform new actions or gives you
advantage on certain checks, as determined by the GM based on the skill learned.

Work with the GM to determine what skill you want to learn and if a suitable instructor can be
found. Then, make an **extreme (DC 18) Intelligence check**. If you succeed, you learn the
new skill. If you fail, you can try again as your *next* downtime activity, this time lowering the
difficulty of the Intelligence check by one step (DC 15 on second attempt, DC 12 on third, etc.).
Spending gold on a better instructor might potentially lower the starting DC, at GM discretion.

### Casting Spells


* Spellcasters bend reality. Wizard magic = volatile; Priest magic = divine gift.
* **Casting:** Takes one action. Requires spellcasting talent.
* **Wizard:** d20 + INT mod vs. DC 10 + Spell Tier.
* **Priest:** d20 + WIS mod vs. DC 10 + Spell Tier.
* **Results:**
* **Success:** Spell takes effect.
* **Failure:** Spell fails. Can't cast *that specific spell* again until after rest.
* **Critical Success (Nat 20):** May double one numerical effect. Lasts on focus spells until
next focus check.
* **Critical Failure (Nat 1):** Spell fails. Focus spell ends immediately.
* **Wizard Spell:** Can't cast *that spell* until rest. Roll on Wizard Mishap table for spell's
tier.
* **Priest Spell:** Deity displeased, revokes *that spell*. Can't cast until completing
ritualistic penance + rest.
* **Penance (Priest):** GM determines quest, atonement, or material sacrifice (value based on
spell tier). Subversive penance = permanent spell loss.
* **Sacrifice Value:** Tier 1=5gp, T2=20gp, T3=40gp, T4=90gp, T5=150gp.

***

### Wizard Mishap Tier 1-2

Roll 1d12 on this table if you roll a natural 1 on a spellcasting check for a Tier 1 or Tier 2 wizard
spell.
| d12 Roll | Effect |
| :------- |
:----------------------------------------------------------------------------------------------------------------------- |
|1 | **Devastation!** Roll twice and combine both effects (reroll any further 1s)
|
|2 | **Explosion!** You take 1d8 damage
|
|3 | **Refraction!** You target yourself with the spell
|
|4 | **Your hand slipped!** You target a random ally with the spell
|
|5 | **Mind wound!** You can't cast this spell again for a week
|
|6 | **Discorporation!** One random piece of your gear disappears forever
|
|7 | **Spell worm!** You lose the ability to cast a random spell on each of your turns until
you pass a DC 12 Constitution check. You regain the ability to cast those spells after completing
a rest |
|8 | **Harmonic failure!** You lose the ability to cast a random spell until you complete a
rest |
|9 | **Poof!** You suppress all light within a near distance from you, including sunlight and
magical light, for 10 rounds |
| 10 | **The horror!** You scream uncontrollably for 3 rounds in Primordial, drawing lots of
attention |
| 11 | **Energy surge!** You glow bright purple for 10 rounds, granting enemies advantage
on attacks against you |
| 12 | **Unstable conduit!** You have disadvantage on casting spells of the same tier for 10
rounds |

***

### Scrolls and Wands


* Contain magic spells.
* **Using:** Spellcasters can use if spell is on their class list (even if not known). Requires
spellcasting check (DC 10 + spell tier). Failure doesn't prevent casting known spells.
* **Scrolls:** Magic disappears after one attempt (success or fail). Critical failure triggers mishap
roll if applicable.
* **Wands:** Failure = wand stops working until after rest. Critical failure = wand breaks
permanently, triggers mishap roll if applicable.

### Spell Attributes


* **Tiers:** Range 1-5, indicating power level.
* **Range:** Close, Near, Far, or Self.
* **Duration:** Instant, rounds, turns, longer, or Focus.
* **Overlapping Effects:** Same spell effects don't combine. Most powerful/longest duration
takes precedence.
* **Focus:** Spell lasts as long as you maintain focus. Can't cast other Focus spells
simultaneously. End focus anytime.
* **Maintaining Focus:** Make spellcasting check at start of turn. Success = continues;
Failure = ends (spell slot not lost unless crit fail). Crit fail on focus check = standard crit fail rules.
* **Distraction (Damage, etc.):** Immediately make spellcasting check to maintain focus.

### Spell Lists (Tier 1 & 2 Only)


* **Priest Tier 1:** Cure Wounds, Holy Weapon, Light, Protection From Evil, Shield of Faith, Turn
Undead.
* **Priest Tier 2:** Augury, Bless, Blind/Deafen, Cleansing Weapon, Smite, Zone of Truth.
* **Wizard Tier 1:** Alarm, Burning Hands, Charm Person, Detect Magic, Feather Fall, Floating
Disk, Hold Portal, Light, Mage Armor, Magic Missile, Protection From Evil, Sleep.
* **Wizard Tier 2:** Acid Arrow, Alter Self, Detect Thoughts, Fixed Object, Hold Person,
Invisibility, Knock, Levitate, Mirror Image, Misty Step, Silence, Web.

### Spells (Tier 1 & 2 Descriptions)

#### Acid Arrow


* **Tier:** 2
* **Class:** Wizard
* **Duration:** Focus
* **Range:** Far
* You conjure a corrosive bolt that hits one foe, dealing 1d6 damage a round. The bolt remains
in the target for as long as you focus.

#### Alarm
* **Tier:** 1
* **Class:** Wizard
* **Duration:** 1 day
* **Range:** Close
* You touch one object, such as a door threshold, setting a magical alarm on it. If any creature
you do not designate while casting the spell touches or crosses past the object, a magical bell
sounds in your head.

#### Alter Self


* **Tier:** 2
* **Class:** Wizard
* **Duration:** 5 rounds
* **Range:** Self
* You magically change your physical form, gaining one feature that modifies your existing
anatomy. For example, you can grow functional gills on your neck or bear claws on your fingers.
This spell can’t grow wings or limbs.

#### Augury
* **Tier:** 2
* **Class:** Priest
* **Duration:** Instant
* **Range:** Self
* You interpret the meaning of supernatural portents and omens. Ask the GM one question
about a specific course of action. The GM says whether the action will lead to “weal” or “woe”.

#### Bless
* **Tier:** 2
* **Class:** Priest
* **Duration:** Instant
* **Range:** Close
* One creature you touch gains a luck token.

#### Blind/Deafen
* **Tier:** 2
* **Class:** Priest
* **Duration:** Focus
* **Range:** Near
* You utter a divine censure, blinding or deafening one creature you can see in range. The
creature has disadvantage on tasks requiring the lost sense.

#### Burning Hands


* **Tier:** 1
* **Class:** Wizard
* **Duration:** Instant
* **Range:** Close
* You spread your fingers with thumbs touching, unleashing a circle of flame that fills a close
area around where you stand. Creatures within the area of effect take 1d6 damage. Unattended
flammable objects ignite.

#### Charm Person


* **Tier:** 1
* **Class:** Wizard
* **Duration:** 1d8 days
* **Range:** Near
* You magically beguile one humanoid of level 2 or less within near range, who regards you as a
friend for the duration. The spell ends if you or your allies do anything to hurt it that it notices.
The target knows you magically enchanted it after the spell ends.

#### Cleansing Weapon


* **Tier:** 2
* **Class:** Priest
* **Duration:** 5 rounds
* **Range:** Close
* One weapon you touch is wreathed in purifying flames. It deals an additional 1d4 damage (1d6
vs. undead) for the duration.

#### Cure Wounds


* **Tier:** 1
* **Class:** Priest
* **Duration:** Instant
* **Range:** Close
* Your touch restores ebbing life. Roll a number of d6s equal to 1 + half your level (rounded
down). One target you touch regains that many hit points.

#### Detect Magic


* **Tier:** 1
* **Class:** Wizard
* **Duration:** Focus
* **Range:** Near
* You can sense the presence of magic within near range for the spell's duration. If you focus for
two rounds, you discern its general properties. Full barriers block this spell.

#### Detect Thoughts


* **Tier:** 2
* **Class:** Wizard
* **Duration:** Focus
* **Range:** Near
* You peer into the mind of one creature you can see within the spell’s range. Each round, you
learn the target’s immediate thoughts. On its turn, the target makes a Wisdom check vs. your
last spellcasting check. If the target succeeds, it notices your presence in its mind and the spell
ends.

#### Feather Fall


* **Tier:** 1
* **Class:** Wizard
* **Duration:** Instant
* **Range:** Self
* You may make an attempt to cast this spell when you fall. Your rate of descent slows so that
you land safely on your feet.
#### Fixed Object
* **Tier:** 2
* **Class:** Wizard
* **Duration:** 5 rounds
* **Range:** Close
* An object you touch that weighs no more than 5 pounds becomes fixed in its current location.
It can support up to 5,000 pounds of weight for the duration of the spell.

#### Floating Disk


* **Tier:** 1
* **Class:** Wizard
* **Duration:** 10 rounds
* **Range:** Near
* You create a floating, circular disk of force with a concave center. It can carry up to 20 gear
slots. It hovers at waist level and automatically stays within near of you. It can’t cross over
dropoffs or pits taller than a human.

#### Hold Person


* **Tier:** 2
* **Class:** Wizard
* **Duration:** Focus
* **Range:** Near
* You magically paralyze one humanoid creature of LV 4 or less you can see within range.

#### Hold Portal


* **Tier:** 1
* **Class:** Wizard
* **Duration:** 10 rounds
* **Range:** Near
* You magically hold a portal closed for the duration. A creature must make a successful STR
check vs. your spellcasting check to open the portal. The *knock* spell ends this spell.

#### Holy Weapon


* **Tier:** 1
* **Class:** Priest
* **Duration:** 5 rounds
* **Range:** Close
* One weapon you touch is imbued with a sacred blessing. The weapon becomes magical and
has +1 to attack and damage rolls for the duration.

#### Invisibility
* **Tier:** 2
* **Class:** Wizard
* **Duration:** 10 rounds
* **Range:** Close
* A creature you touch becomes invisible for the spell’s duration. The spell ends if the target
attacks or casts a spell.

#### Knock
* **Tier:** 2
* **Class:** Wizard
* **Duration:** Instant
* **Range:** Near
* A door, window, gate, chest, or portal you can see within range instantly opens, defeating all
mundane locks and barriers. This spell creates a loud knock audible to all within earshot.

#### Levitate
* **Tier:** 2
* **Class:** Wizard
* **Duration:** Focus
* **Range:** Self
* You can float a near distance vertically per round on your turn. You can also push against solid
objects to move horizontally.

#### Light
* **Tier:** 1
* **Class:** Priest, Wizard
* **Duration:** 1 hour real time
* **Range:** Close
* One object you touch glows with bright, heatless light, illuminating out to a near distance for 1
hour of real time.

#### Mage Armor


* **Tier:** 1
* **Class:** Wizard
* **Duration:** 10 rounds
* **Range:** Self
* An invisible layer of magical force protects your vitals. Your armor class becomes 14 (18 on a
critical spellcasting check) for the spell’s duration.

#### Magic Missile


* **Tier:** 1
* **Class:** Wizard
* **Duration:** Instant
* **Range:** Far
* You have advantage on your check to cast this spell. A glowing bolt of force streaks from your
open hand, dealing 1d4 damage to one target.

#### Mirror Image


* **Tier:** 2
* **Class:** Wizard
* **Duration:** 5 rounds
* **Range:** Self
* You create a number of illusory duplicates of yourself equal to half your level rounded down
(minimum 1). The duplicates surround you and mimic you. Each time a creature attacks you, the
attack misses and causes one of the duplicates to evaporate. If all of the illusions have
disappeared, the spell ends.

#### Misty Step


* **Tier:** 2
* **Class:** Wizard
* **Duration:** Instant
* **Range:** Self
* In a puff of smoke, you teleport a near distance to an area you can see.

#### Protection From Evil


* **Tier:** 1
* **Class:** Priest, Wizard
* **Duration:** Focus
* **Range:** Close
* For the spell’s duration, chaotic beings have disadvantage on attack rolls and hostile
spellcasting checks against the target. These beings also can’t possess, compel, or beguile it.
When cast on an already-possessed target, the possessing entity makes a CHA check vs. the
last spellcasting check. On a failure, the entity is expelled.

#### Shield of Faith


* **Tier:** 1
* **Class:** Priest
* **Duration:** 5 rounds
* **Range:** Self
* A protective force wrought of your holy conviction surrounds you. You gain a +2 bonus to your
armor class for the duration.

#### Silence
* **Tier:** 2
* **Class:** Wizard
* **Duration:** Focus
* **Range:** Far
* You magically mute sound in a near cube within the spell’s range. Creatures inside the area
are deafened, and any sounds they create cannot be heard.

#### Sleep
* **Tier:** 1
* **Class:** Wizard
* **Duration:** Instant
* **Range:** Near
* You weave a lulling spell that fills a near-sized cube extending from you. Living creatures in the
area of effect fall into a deep sleep if they are LV 2 or less. Vigorous shaking or being injured
wakes them.

#### Smite
* **Tier:** 2
* **Class:** Priest
* **Duration:** Instant
* **Range:** Near
* You call down punishing flames on a creature you can see within range. It takes 1d6 damage.

#### Turn Undead


* **Tier:** 1
* **Class:** Priest
* **Duration:** Instant
* **Range:** Near
* You rebuke undead creatures, forcing them to flee. You must present a holy symbol to cast this
spell. Undead creatures within near of you must make a CHA check vs. your spellcasting check.
If a creature fails by 10+ points and is equal to or less than your level, it is destroyed. Otherwise,
on a fail, it flees from you for 5 rounds. (*Note: Priests know this spell automatically, it doesn't
count towards their known spells limit.*)

#### Web
* **Tier:** 2
* **Class:** Wizard
* **Duration:** 5 rounds
* **Range:** Far
* You create a near-sized cube of sticky, dense spider web within the spell’s range. A creature
stuck in the web can’t move and must succeed on a Strength check vs. your spellcasting check
to free itself.

#### Zone of Truth


* **Tier:** 2
* **Class:** Priest
* **Duration:** Focus
* **Range:** Near
* You compel a creature you can see to speak truth. It can’t utter a deliberate lie while within
range.

***

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