Shadowdark RPG Transcription - Pages 1-53 (Linked ToC)
Shadowdark RPG Transcription - Pages 1-53 (Linked ToC)
ARMOR
Item Cost Gear Slots AC Properties
Leather armor 10 gp 1 11 + DEX mod
Chainmail 60 gp 2 13 + DEX mod Disadv on stealth,
swim
Plate mail 130 gp 3 15 No swim, disadv
stealth
Shield 10 gp 1 +2 Occupies one
hand
Mithral (metal x4 -1 No penalty
armor only) stealth, swim
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Difficulty Class
● 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.
Morale
Enemies who are reduced to half their ranks (or half their hit points for a solo enemy) flee if
they fail a DC 15 Wisdom check.
● Large Groups. Make one check using the leader's WIS modifier.
Dying
● Death Timer. 1d4 + CON modifier rounds (min. 1). On turn, roll a d20. 20 = rise with 1
HP.
● Stabilize. Close range, DC 15 INT check. On success, target stops dying (but is still
unconscious).
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'.
● 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).
Spell Focus
You can't cast other focus spells while focusing. Do a spellcasting check at the start of your
turn for the focus spell to maintain it.
● Success. The spell stays in effect until the start of your next turn.
● Failure. The spell ends. If you were focusing, you do not lose the ability to cast that
spell.
● Distraction. Immediately do a spellcasting check to maintain focus.
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this)
Introduction
In these nighted halls, doom and glory bloom eternal. This is the story of the Shadowdark.
(Page 6)
They were crawlers, and so they dared the lost halls of the Shadowdark.
They went down through the old trapdoor in the Rusty Mug's cellar, greasing the owner's palm
with a few silver drems.
First came the spiders. Prickling legs, burning fangs, they descended on silent threads from
the dark, high ceilings.
Creeg finally burned the skittering devils to ash with gouts of magical fire.
The carved stone walls grew denser, darker.
Iraga almost lost her head to a scythe snapping out of the wall.
It was Ralina who found the hidden door behind a demonic statue.
And so they went deeper.
The worked stone turned to damp cavern walls. Distant hisses and screams echoed in the
pitch black, and leather-winged abominations swooped in with hooked talons, tearing at
Jorbin's shield and flesh.
But the treasure they found! Dusty gold coins stamped with forgotten emperors, fat rubies
dangling from silver chains, glittering swords plucked from the hands of moldy skeletons.
Soon, the torches grew thin. The wounds grew numerous. The magic grew weak.
The crawlers had met their true foe. It was all around them, never slowing, never sleeping,
never ending.
It was the ShadowDark.
And the fight had only just begun.
Contents
(Note: Links added for sections transcribed up to page 53. This table continues on page 7)
Section Page
INTRODUCTION 5
Shadowdark 7
The Basics 8
CHARACTERS 11
Overview 12
Starting Level 14
Stats 15
Ancestry 16
Fighter Class 18
Priest Class 20
Thief Class 22
Wizard Class 24
Background 26
Alignment 27
Deities 28
Titles 30
Languages 32
Starting Gear, AC 33
Gear 34
Character Names 38
Level Advancement 39
Random Characters 40
Magic 43
Casting Spells 44
Wizard Mishaps 46
Scrolls and Wands 49
Spell Attributes 50
Priest Spell List 51
(Page 7)
Section Page Section Page
Wizard Spell List 52 River and Coast 170
Spells 54 Ruins 172
GAMEPLAY 75 Slums 174
Adventuring 77 Swamp 176
Rolling the Dice 78 Tavern 178
Luck Tokens 79 Temple District 180
Using Stats 80 Tomb 182
Making Checks 81 University District 184
Time 82 MONSTERS 187
Turn Order 83 Monster Attributes 189
Crawling 84 Monster Generator 190
Resting 86 Make It Weird 191
Stealth and Surprise 87 Designing Monsters 192
Combat 88 Monster Statistics 194
Overland Travel 90 TREASURE 267
Downtime 91 Treasure Overview 269
Carousing 92 Treasure 0-3 270
Wizards and Thieves 94 Treasure 4-6 272
Example of Play 96 Treasure 7-9 274
GAME MASTER 101 Treasure 10+ 276
Your Role 102 Mundane Items 278
The Players 103 Boons 280
Core Ethos 104 Magic Item Attributes 282
On Balance 105 Armor 284
Running the Game 106 Potions 286
Not the Enemy 108 Scrolls and Wands 288
Set the Tone 109 Utility 290
Let There Be Darkness 110 Weapons 292
Modes of Play 111 Item Personality 294
Random Encounters 112 Designing Magic Items 296
Traps 114 Magic Items 298
Hazards 115 Join The Dark 323
The Gauntlet 116
Awarding XP 117
Something Happens! 118
Rumors 120
Adventures 122
NPCs 124
Rival Crawlers 126
NPC Names 128
Shadowdark Maps 130
Overland Hex Maps 132
Settlement Maps 134
Taverns 136
Shops 138
Random Encounter 142
Tables
Arctic 142
Artisan District 144
Castle District 146
Cave 148
Deep Tunnels 150
Desert 152
Forest 154
Grassland 156
High District 158
Jungle 160
Low District 162
Market 164
Mountain 166
Ocean 168
Shadowdark
WHAT IS SHADOWDARK?
Shadowdark RPG is a fantasy adventure game where you and your companions delve into
buried ruins, lost cities, spider-infested forests, and even fearsome dragon lairs in search of
gold and glory.
The Shadowdark is any place where danger and darkness hold sway. It clutches ancient
secrets and dusty treasures in its rotting claws, daring fortune seekers to tempt their fates.
With your adventuring companions at your side, you confront the Shadowdark's sinister traps,
formidable magics, and ruthless monsters.
If you survive, you'll bring back untold riches plucked from the jaws of death itself. And before
long, you'll hear the Shadowdark's call once again!
WHAT DEFINES THIS GAME?
Speed, danger, and simplicity. Magic is perilous, and battles are fast and deadly. Being clever
is crucial for survival.
Shadowdark RPG is rules-light and intuitive. It encourages quick decisions rather than hunting
through the rulebook for answers.
In this game, a torch only holds back the pressing darkness for one hour of real-world time.
There isn't a moment to waste when the flames are burning low...
HOW DO I PLAY?
Everything you need to play or run a game is in this tome. Turn to the next section to get
familiar with the basics!
(Page 8)
The Basics
If this is your first time playing Shadowdark RPG, it's helpful to start with a premade character.
The free, digital Shadowdark RPG Quickstart Set has a few!
CHARACTERS
You decide your character's actions and tell them to the referee, or Game Master (GM).
The GM determines if your actions are successful and describes the results.
This back-and-forth between you, the GM, and your adventuring companions grows and
shapes the game world.
Always ask yourself: If you were really your character, what would you do right now?
DESCRIBE AN ACTION
On your turn, describe an action you want to do. For example, you could say you're going to
shoot your bow at a troll.
The GM might ask you to do a check (see Checks) to determine whether your action
succeeds.
MOVEMENT
During your turn, you can move up to near (roughly 30 feet). You can break this movement up
in any way. If you don't take an action, you can move near again.
ROUNDS
Each person takes a turn, starting with the GM and going clockwise. The GM controls the
monsters and environment and narrates how everyone's actions change the game world.
Once everyone has taken a turn, that completes one round. Then, a new round begins.
(Page 9)
THE DICE
You'll need a four-sided (d4), six-sided (d6), eight-sided (d8), ten-sided (d10), twelve-sided
(d12) and twenty-sided (d20) die.
● Multiples. 3d6 = three six-sided dice. Roll them together and add them.
● Advantage. Roll two times and use the better result.
● Disadvantage. Roll two times and use the worse result.
STATS
Stats are your characteristics. Each stat goes from 3-18 and has a bonus or penalty (called a
modifier, or MOD) from -4 to +4.
● Strength. Physical power.
● Dexterity. Agility, reflexes.
● Constitution. Endurance, resistance to injury.
● Intelligence. Logical ability.
● Wisdom. Instinct, willpower.
● Charisma. Appeal, presence.
CHECKS
When attempting a risky action, roll a d20 and add a modifier. That's called making a check.
The GM chooses the check's linked stat and a number called a difficulty class (DC). If the total
of your d20 roll + stat modifier equals or beats the DC, your action succeeds.
For example, the GM might say leaping over a narrow chasm requires a DC 12 Strength check.
HIT POINTS
Injuries cause you to take damage and lose hit points (HP). Typical weapons deal 1d6 damage
to your HP. You regain lost HP after a night of rest.
Characters at zero HP die in 1d4 + Constitution modifier (minimum 1) rounds. Dead characters
are retired from play!
WHAT'S NEXT?
You could play a whole game with just the basics. But once you're ready for more, the next
chapters expand upon them.
(End of Page 9 Content)
(Page 10)
hey were crawlers,
and so they dared
the lost halls of
the Shadowdark.
They went down through
the old trapdoor in
the Rusty Mug's cellar,
greasing the owner's palm
with a few silver drems.
First came the spiders.
Prickling legs, burning
fangs, they descended on
silent threads from the
dark, high ceilings.
Creeg finally burned the
skittering devils to ash
with gouts of magical fire.
The carved stone walls
grew denser, darker.
Iraga almost lost her head
to a scythe snapping out
of the wall.
It was Ralina who found
the hidden door behind a
demonic statue.
And so they went deeper.
The worked stone turned
to damp cavern walls.
Distant hisses and
screams echoed in the
pitch black, and leather-
winged abominations
swooped in with hooked
talons, tearing at Jorbin's
shield and flesh.
But the treasure they
found! Dusty gold coins
stamped with forgotten
emperors, fat rubies
dangling from silver
chains, glittering swords
plucked from the hands of
moldy skeletons.
Soon, the torches grew
thin. The wounds grew
numerous. The magic
grew weak.
The crawlers had met their
true foe. It was all around
them, never slowing, never
sleeping, never ending.
It was the ShadowDark.
And the fight had only just
begun.
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Characters
Both the wise and foolish risk their fortunes in the Shadowdark. The darkness decides who is
who.
Overview
To make a Shadowdark RPG character (also called a player character, or PC), grab your dice, a
blank character sheet, and go through the next few pages. You can also view a walkthrough at
youtube.com/thearcanelibrary.
● NAME: Choose a worthy name for your adventurer.
● ANCESTRY: Your character's cultural and ancestral heritage.
● CLASS: Your character's job.
● LEVEL: You start at either 0 or 1st level. You gain levels by earning XP.
● XP: You start with 0 experience points (XP). You gain XP based on the treasure and
boons you earn from adventuring.
● ALIGNMENT & DEITY: Your character's cosmic link to the opposing forces of Law and
Chaos, or balanced Neutrality.
● TITLE: As you gain levels, your prestige grows. Your title is based on your level, class,
and alignment.
● BACKGROUND: Your history and past experience. You are adept at tasks related to
your background.
● STATS: The six scores that determine your physical and mental characteristics.
● HP: Hit points (HP) represent the amount of injury you can sustain before you die.
Taking damage from weapons, traps, spells, or other sources temporarily reduces your
HP. You can regain HP by resting.
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● AC: Armor class (AC) is a type of difficulty class that shows how tough it is to injure you,
whether because you're agile or you wear armor. Your class determines the type of
armor you can wear.
● ATTACKS: The weapons you wield and how you use them to fight an enemy (see
Combat on pg. 88 for details). You can wield the weapons listed for your class.
● TALENTS: Your special abilities. Your class, ancestry, and talent rolls grant you these.
The benefits of talents combine (even the same talent rolled multiple times).
● SPELLS: Some classes can learn and cast magic spells.
● GEAR: Your equipment. You can carry a number of items equal to 10 or your Strength
stat, whichever is higher (see the Gear section on pg. 34 for more details).
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Starting Level
0-LEVEL CHARACTERS
Some games begin with 0-level characters weak peasants who have not yet attained the skill
required to be adventurers.
0-level characters are fragile. GMs should see The Gauntlet on pg. 116 for more insight.
Because 0-level characters have beginner's luck, they can wield all gear until 1st level.
0-level characters start with:
● Stats, pg. 15
● Choice of ancestry, pg. 16
● Hit points equal to their Constitution modifier (minimum 1)
● Background, pg. 26
● Choice of alignment, pg. 27
● Starting gear, pg. 33
0-level characters reach 1st level after surviving their first adventure (see pg. 39).
1ST-LEVEL CHARACTERS
Some games begin with 1st-level characters - fledgling heroes who are ready to go on
dangerous adventures.
These characters are tougher than their 0-level counterparts and have more defined roles in
their adventuring teams.
1st-level characters start with:
● Stats, pg. 15
● Choice of ancestry, pg. 16
● Choice of class, pg. 20-24
● One class talent roll
● Hit points equal to one roll of their class's hit points die + their Constitution modifier
(minimum 1); these replace the hit points the character had at level 0
● Background, pg. 26
● Choice of alignment, pg. 27
● Title, pg. 30
● Starting gear, pg. 33
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Stats
To determine your character's stats, roll 3d6 in order for each one. Note each total and
modifier on your character sheet.
Optionally, if none of your stats are 14 or higher, you may roll a new set of six numbers.
Strength. Fight with a sword, bash open doors, swim. Important for fighters.
Dexterity. Shoot a bow, balance on a ledge, sneak silently, hide. Important for thieves.
Constitution. Hold your breath, resist poison, endure injury.
Intelligence. Cast wizard spells, decipher runes, learn new skills. Important for wizards.
Wisdom. Cast priest spells, detect the hidden, recognize omens. Important for priests.
Charisma. Convince creatures to be friendly, resist mental control.
STATS
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
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Ancestry
And so the Primordial Age ended, and the gods fled. In their place rose mortals, and they
scattered the earth with their shining kingdoms and lost ruins...
DWARF
Brave, stalwart folk as sturdy as the stone kingdoms they carve inside mountains.
● You know the Common and Dwarvish languages.
● Stout. Start with +2 HP. Roll hit points per level with advantage.
ELF
Ethereal, graceful people who revere knowledge and beauty. Elves see far and live long.
● You know the Common, Elvish, and Sylvan languages.
● Farsight. You get a +1 bonus to attack rolls with ranged weapons or a +1 bonus to
spellcasting checks.
GOBLIN
Green, clever beings who thrive in dark, cramped places. As fierce as they are tiny.
● You know the Common and Goblin languages.
● Keen Senses. You can't be surprised.
HALF-ORC
Towering, tusked warriors who are as daring as humans and as relentless as orcs.
● You know the Common and Orcish languages.
● Mighty. You have a +1 bonus to attack and damage rolls with melee weapons.
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HALFLING
Small, cheerful country folk with mischievous streaks. They enjoy life's simple pleasures.
● You know the Common language.
● Stealthy. Once per day, you can become invisible for 3 rounds.
HUMAN
Bold, adaptable, and diverse people who learn quickly and accomplish mighty deeds.
● You know the Common language and one additional common language (pg. 32).
● Ambitious. You gain one additional talent roll at 1st level.
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Fighter Class
Blood-soaked gladiators in dented armor, acrobatic duelists with darting swords, or far-eyed
elven archers who carve their legends with steel and grit.
● Weapons: All weapons
● Armor: All armor and shields
● Hit Points: 1d8 per level
● Hauler. Add your Constitution modifier, if positive, to your gear slots.
● Weapon Mastery. Choose one type of weapon, such as longswords. You gain +1 to
attack and damage with that weapon type. In addition, add half your level to these rolls
(round down).
● Grit. Choose Strength or Dexterity. You have advantage on checks of that type to
overcome an opposing force, such as kicking open a stuck door (Strength) or slipping
free of rusty chains (Dexterity).
FIGHTER TALENTS
2d6 Effect
2 Gain Weapon Mastery with one additional
weapon
3-6 +1 to melee and ranged attacks
7-9 +2 to Strength, Dexterity, or Constitution stat
10-11 Choose one kind of armor. You get +1 AC from
that armor
12 Choose a talent or +2 points to distribute to
stats
2d6 Effect
2 Gain advantage on casting one spell you know
3-6 +1 to melee or ranged attacks
7-9 +1 to priest spellcasting checks
10-11 +2 to Strength or Wisdom stat
12 Choose a talent or +2 points to distribute to
stats
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PRIEST SPELLS KNOWN
(Page 22)
Thief Class
Rooftop assassins, grinning con artists, or cloaked cat burglars who can pluck a gem from the
claws of a sleeping demon and sell it for twice its worth.
● Weapons: Club, crossbow, dagger, shortbow, shortsword
● Armor: Leather armor, mithral chainmail
● Hit Points: 1d4 per level
● Backstab. If you hit a creature who is unaware of your attack, you deal an extra weapon
die of damage. Add additional weapon dice of damage equal to half your level (round
down).
● Thievery. You are adept at thieving skills and have the necessary tools of the trade
secreted on your person (they take up no gear slots).
○ You are trained in the following tasks and have advantage on any associated
checks:
■ Climbing
■ Sneaking and hiding
■ Applying disguises
■ Finding and disabling traps
■ Delicate tasks such as picking pockets and opening locks
THIEF TALENTS
2d6 Effect
2 Gain advantage on initiative rolls (reroll if
duplicate)
3-5 Your Backstab deals +1 dice of damage
6-9 +2 to Strength, Dexterity, or Charisma stat
10-11 +1 to melee and ranged attacks
12 Choose a talent or +2 points to distribute to
stats
WIZARD TALENTS
2d6 Effect
2 Make 1 random magic item of a type you
choose (pg. 282)
3-7 +2 to Intelligence stat or +1 to wizard
spellcasting checks
8-9 Gain advantage on casting one spell you know
10-11 Learn one additional wizard spell of any tier
you know
12 Choose a talent or +2 points to distribute to
stats
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Background
Your background knowledge and skills might prove useful during your adventures.
Work with the GM to determine if your background provides you advantages in a given
situation.
BACKGROUND
d20 Details
1 Urchin. You grew up in the merciless streets of
a large city
2 Wanted. There's a price on your head, but you
have allies
3 Cult Initiate. You know blasphemous secrets
and rituals
4 Thieves' Guild. You have connections,
contacts, and debts
5 Banished. Your people cast you out for
supposed crimes
6 Orphaned. An unusual guardian rescued and
raised you
7 Wizard's Apprentice. You have a knack and eye
for magic
8 Jeweler. You can easily appraise value and
authenticity
9 Herbalist. You know plants, medicines, and
poisons
10 Barbarian. You left the horde, but it never quite
left you
11 Mercenary. You fought friend and foe alike for
your coin
12 Sailor. Pirate, privateer, or merchant - the seas
are yours
13 Acolyte. You're well trained in religious rites
and doctrines
14 Soldier. You served as a fighter in an organized
army
15 Ranger. The woods and wilds are your true
home
16 Scout. You survived on stealth, observation,
and speed
17 Minstrel. You've traveled far with your charm
and talent
18 Scholar. You know much about ancient history
and lore
19 Noble. A famous name has opened many
doors for you
20 Chirurgeon. You know anatomy, surgery, and
first aid
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Alignment
Alignment defines your role in the clash between good and evil. All creatures are connected to
the eternal conflict waged by Law, Chaos, and Neutrality, whether they know it or not.
Law is benevolence, Chaos is malevolence, and Neutrality is impartial, favoring neither.
Choose one of the following three alignments.
CHAOTIC
Neutral characters find balance between Law and Chaos. They align with the cycle of growth
and decline, adopting a "nature must take its course" mentality.
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Deities
The many gods of the universe are the personifications of Law, Chaos, and Neutrality.
The most well-known gods are listed here. A character may worship any deity, or none.
Priests must choose one god to serve faithfully. A priest's deity can revoke the gift of
spellcasting if the priest commits blasphemous acts.
Most folk worship one of The Four Lords, the lawful and neutral gods who stand for justice,
order, and mercy.
Malevolent beings worship one of The Dark Trio, chaotic deities who evince power,
destruction, and cruelty.
There were once nine primary gods, but two are The Lost, forbidden or forgotten. Many folk
still refer to The Nine in the oaths they swear, and ancient stories always begin with, "Beneath
the Eyes of The Nine..."
SAINT TERRAGNIS (LAWFUL)
A legendary knight who is the patron of most lawful humans. She ascended to godhood long
ago and is the embodiment of righteousness and justice.
GEDE (NEUTRAL)
The god of feasts, mirth, and the wilds. Gede is usually peaceful, but primal storms rage when
her anger rises. Many elves and halflings worship her.
MADEERA THE COVENANT (LAWFUL)
Madeera was the first manifestation of Law. She carries every law of reality, a dictate called
the Covenant, written on her skin in precise symbols.
ORD (NEUTRAL)
Ord the Unbending, the Wise, the Secret-Keeper. He is the god of magic, knowledge, secrets,
and equilibrium.
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MEMNON (CHAOTIC)
Memnon was the first manifestation of Chaos. He is Madeera's twin, a red-maned, leonine
being whose ultimate ambition is to rend the cosmic laws of the Covenant from his sister's
skin.
SHUNE THE VILE (CHAOTIC)
Shune whispers arcane secrets to sorcerers and witches who call to her in the dark hours. She
schemes to displace Ord so she can control the vast flow of magic herself.
RAMLAAT (CHAOTIC)
Ramlaat is the Pillager, the Barbaric, the Horde. Many orcs worship him and live by the Blood
Rite, a prophecy that says only the strongest will survive a coming doom.
THE LOST (?)
Two of The Nine are lost to the ages, their names expunged from history and memory. Yet
their whispered legend lives on in ancient texts and forgotten places...
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Titles
As you gain levels, your title changes to reflect an increase in your fame (or infamy).
Your legend begins to precede you as your renown grows, for good or for ill.
An improved title could present opportunities that were previously out of your reach.
FIGHTER TITLES
PRIEST TITLES
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THIEF TITLES
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Languages
COMMON LANGUAGES
RARE LANGUAGES
d12 Gear
1 Torch
2 Dagger
3 Pole
4 Shortbow and 5 arrows
5 Rope, 60'
6 Oil, flask
7 Crowbar
8 Iron spikes (10)
9 Flint and steel
10 Grappling hook
11 Club
12 Caltrops (one bag)
1st-level characters start with 2d6 x 5 gold pieces to buy gear (see Gear, pg. 34).
ARMOR CLASS
Your armor class (AC) is 10 + your Dexterity modifier. Wearing armor changes your AC (see
Armor, pg. 36).
You can wear the types of armor listed for your class. 0-level PCs can wield all armor until 1st
level.
(Page 34)
Gear
● Arrows. Ammunition for shortbows or longbows.
● Backpack. Holds all the gear you can carry. Don't lose it.
● Caltrops. Tiny, triangle-shaped iron spikes. Living creatures who step on caltrops take 1
damage and can only move at half speed for 10 rounds.
● Coin. One gold piece (gp) is worth 10 silver pieces (sp) and 100 copper pieces (cp).
● Crossbow bolts. Ammunition for crossbows.
● Crowbar. Grants advantage on checks to pry open stuck objects.
● Flask or bottle. Glass containers that hold one draught of liquid.
● Flint and steel. A small fire starter. With it, routine attempts to light a fire always
succeed.
● Gem. Gems come in numerous varieties and are very valuable.
(Page 35)
● Grappling hook. A rope anchor with three, curved tines.
● Iron spikes. Strong spikes. Each has a hole for threading rope. Can be hammered in
with weapons or other iron spikes.
● Lantern. Casts light up to a double near distance (see Light, pg. 84). Requires oil. Has a
shutter to hide the light.
● Mirror. A small, polished mirror.
● Oil flask. Fuels a lantern for one hour of real time. One flask covers a close area and
burns for 4 rounds, dealing 1d4 damage each round.
● Pole. Wooden, 10' long.
● Rations. One day of food and water supply for one person.
● Rope. Hemp, 60' long.
● Torch. Sheds light to a near distance (see Light Sources, pg. 84). Burns for one hour of
real time.
BASIC GEAR
GEAR SLOTS
You can carry a number of items equal to your Strength stat or 10, whichever is higher.
Unless noted, all gear besides typical clothing fills one gear slot. Gear that is hard to transport
might fill more than one slot.
(Page 36)
CRAWLING KIT
A crawling kit costs 7 gp. It uses 7 gear slots and contains the following items.
CRAWLING KIT
You gain one roll on your class's talent table when you reach the indicated levels. Duplicate
talents stack unless noted.
INCREASED HP
Roll your class's hit points die and add it to your maximum HP.
"Certain doom is a challenge, not a promise." -Iraga, half-orc priest
(Page 40)
Random Characters
You can use these tables to randomly generate a 0-level or 1st-level character.
Roll your stats (pg. 15), background (pg. 26), and class talents (pg. 20-24) as normal.
Make selections for your character if no table is provided.
PRIEST SPELLS
d6 Spell
1 Light
2 Cure wounds
3 Holy weapon
4 Protection from evil
5 Shield of faith
6 Reroll
DEITY
d8 Deity
1-2 Saint Terragnis
3 Gede
4 Madeera the Covenant
5 Ord
6 Memnon
7 Shune the Vile
8 Ramlaat
ANCESTRY
d12 Ancestry
1-4 Human
5-6 Elf
7-8 Dwarf
9-10 Halfling
11 Half-orc
12 Goblin
(Page 41)
CLASS
d4 Class
1 Fighter
2 Priest
3 Thief
4 Wizard
LANGUAGE (R)
d4 Language
1 Celestial
2 Diabolic
3 Draconic (priest reroll)
4 Primordial
LANGUAGE (C)
d10 Language
1 Dwarvish
2 Elvish
3 Giant
4 Goblin
5 Merran
6 Orcish
7 Reptilian
8 Sylvan
9 Thanian
10 Reroll
ALIGNMENT
d6 Alignment
1-3 Lawful
4-5 Neutral
6 Chaotic
GEAR
Random 1st-level characters have a crawling kit, one weapon, leather armor (if they can wear
it), and 5 gold pieces.
Random 0-level characters have 1d4 of the following items:
GEAR
d12 Gear
1 Torch
2 Dagger
3 Pole
4 Shortbow and 5 arrows
5 Rope, 60'
6 Oil, flask
7 Crowbar
8 Iron spikes (10)
9 Flint and steel
10 Grappling hook
11 Club
12 Caltrops (one bag)
WIZARD SPELLS
d12 Spell
1 Alarm
2 Burning hands
3 Charm person
4 Detect magic
5 Feather fall
6 Floating disk
7 Hold portal
8 Light
9 Mage armor
10 Magic missile
11 Protection from evil
12 Sleep
Magic
"What you call wizardry, I call faith. But in either case, it's our dedication that fuels it." -Iraga,
half-orc priest, to Creeg, human wizard
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Casting Spells
Spellcasters use the raw power of creation and destruction to bend reality, shaping it to the
will of their gods or ambitions.
Wizard magic is fickle, complicated, and volatile. Even the most learned mages tread carefully
when reaching beyond the veil to grasp arcane energies.
Priest magic is miraculous, sacred, and instinctive. Priests who offend their gods might lose
the ability to cast spells until they can undertake penance.
CASTING
When you cast a spell, you invoke magic to cause an effect. Casting a spell takes your action.
Characters with the spellcasting talent can cast spells.
To cast a wizard spell you know, make a spellcasting check by rolling 1d20 + your Intelligence
modifier.
To cast a priest spell you know, make a spellcasting check by rolling 1d20 + your Wisdom
modifier.
The DC to successfully cast a spell is 10 + the spell's tier.
RESULTS
If you roll a natural 20 on your spellcasting check, you may double one of the spell's numerical
effects. This remains in effect on a focus spell (see pg. 50) until your next focus check.
CRITICAL FAILURE
If you roll a natural 1 on your spellcasting check, the spell does not take effect. If it was a focus
spell, the spell immediately ends (see pg. 50 for more details on focus spells).
● Wizard Spell. If the spell was a wizard spell, you can't cast that spell again until you
successfully complete a rest. You must also roll on the Wizard Mishap table
corresponding to the spell's tier (see pg. 46).
● Priest Spell. If the spell was a priest spell, your deity is greatly displeased and revokes
its power. You can't cast that spell again until you complete ritualistic penance to your
deity and successfully complete a rest.
PENANCE
The GM determines the exact nature of the penance you must undertake based on your deity
and alignment.
Penance requires a holy quest, ritualistic atonement, or a material sacrifice that you donate or
destroy.
Inadequate or subversive penance (such as donating your sacrifice to a party member) only
displeases your deity further and makes the spell loss permanent.
SACRIFICE VALUE
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Wizard Mishaps
WIZARD MISHAP TIER 1-2
d12 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
(Page 47)
WIZARD MISHAP TIER 3-4
d12 Effect
1 Devastation! Roll twice and combine both
effects (reroll any further 1s)
2 Blast radius! You and all near creatures take
2d6 damage
3 Duplicate refraction! You target yourself and
the nearest ally with two identical copies of
the spell
4 You flubbed the incantation! You cast a
random spell from your known spells at the
same targets, even if it would not normally be
possible
5 Ethereal bandersnatch! Two random pieces of
your gear disappear forever
6 Arcano-mutagenesis! You must pass a DC 12
Constitution check or a random stat drops to 3
until you successfully complete a rest
7 Boom! You open a 30-foot deep sinkhole in
the ground with you at the center. You and all
near creatures must pass a DC 15 Dexterity
check or fall in
8 Petrification! 1d4 of your limbs petrify for the
next 24 hours
9 Stupefaction! You lose the ability to cast all
spells of the same tier until you complete a
rest
10 It cannot be unseen! You must pass a DC 12
Wisdom check or descend into mad raving for
1d20 minutes
11 Radioactive energies! You whirl with repulsive
energies, drawing the hostility and attacks of
all enemies who can see you for the next 1d4
rounds
12 Uncontained channeling! You have
disadvantage on casting spells of the same
tier and lower for 10 rounds
(Page 48)
WIZARD MISHAP TIER 5
d12 Effect
1 Devastation! Roll twice and combine both
effects (reroll any further 1s)
2 Pyroclastic extrusion! You deal 3d8 damage to
yourself and all near creatures
3 Astral incision! An otherworldly blade cuts into
your memory. You permanently forget one
random spell
4 The grimlow! You accidentally summon a
hostile grimlow in a space near to you. It
persists for 2d4 rounds before disappearing
from whence it came
5 Dark plasma aura! Attacks against you pass
through a vile aura, dealing double damage for
the next 1d6 minutes
6 Gate! You open a magic portal to another
location, whether on this plane or another.
Something dreadful will come through in 1d4
rounds unless you close it with a DC 18
Intelligence check on your turn
7 Runaway arcana loop! Your spell targets a
random creature you can see, even if it would
not normally be possible. Each subsequent
turn, you must pass a spellcasting check for
that spell or you cast it on another random
creature in the same way
8 Arcane obstruction! You lose the ability to cast
all spells of a random tier until you complete a
rest
9 What lurks beyond the veil! You must pass a
DC 15 Wisdom check or fall into mad raving for
1d4 hours
10 Ord's balance! You must either permanently
sacrifice a magic item or the ability to cast a
tier 3+ spell you know
11 Unmitigated chain reaction! You have
disadvantage on casting all spells for the next
10 rounds
12 Shred! You tear a large hole in the fabric of the
universe close to you. The lightless tear grows
larger every round
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Scrolls and Wands
USING SCROLLS AND WANDS
Scrolls and wands contain magic spells. Spellcasters can use them to cast these spells if the
spell is on their spell list (even if they don't know the spell).
To do so, they must succeed on a spellcasting check with a DC of 10 + the tier of the spell
contained in the wand or scroll.
Treat this the same as normal spellcasting with the following additions.
SCROLLS
After a successful or failed casting attempt, the magical writing disappears from the scroll and
it ceases to work.
WANDS
On a failed casting attempt, the wand stops functioning until you complete a rest.
On a critical failure, the wand breaks and permanently ceases to work. The spellcaster incurs
a mishap or penance as usual.
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(Page 50)
Spell Attributes
TIERS
Spells are classified according to their tiers, which range from 1-5.
RANGE
Range determines at what distance (close, near, or far) you can deliver the spell’s effects. Self
range means you can only target yourself with the spell.
DURATION
Duration is how long the spell effects last. Spells can have an instant effect or last for several
turns, rounds, or longer. See Focus for spells with a focus duration.
OVERLAPPING EFFECTS
Ongoing effects of the same spell on the same target do not combine. The spell with the most
powerful effect takes precedence, such as the spell with the longer remaining duration.
FOCUS
Some spells last for as long as you focus. You can’t cast other focus spells while focusing. You
can end a focus spell at any time.
To maintain focus, make a spellcasting check at the start of your turn as if you were casting
that spell.
● Success. The spell remains in effect until the start of your next turn.
● Failure. The spell ends. If you were focusing, you do not lose the ability to cast that
spell. However, if you critically fail on a check to maintain focus, treat it as a standard
critical failure (see pg. 45 for details on criticals).
If you take damage or become distracted while focusing (due to an earthquake, for example),
you must immediately make a spellcasting check to maintain focus.
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Priest Spell List
TIER 1
● Cure Wounds
● Holy Weapon
● Light
● Protection from Evil
● Shield of Faith
● Turn Undead
TIER 2
● Augury
● Blind/Deafen
● Bless
● Cleansing Weapon
● Smite
● Zone of Truth
TIER 3
● Command
● Lay to Rest
● Mass Cure
● Rebuke Unholy
● Restoration
● Speak with Dead
TIER 4
● Commune
● Control Water
● Flame Strike
● Pillar of Salt
● Regenerate
● Wrath
TIER 5
● Divine Vengeance
● Dominion
● Heal
● Judgment
● Plane Shift
● Prophecy
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Wizard Spell List
TIER 1
● Alarm
● Burning Hands
● Charm Person
● Detect Magic
● Feather Fall
● Floating Disk
● Hold Portal
● Light
● Mage Armor
● Magic Missile
● Protection from Evil
● Sleep
TIER 2
● Acid Arrow
● Alter Self
● Detect Thoughts
● Fixed Object
● Hold Person
● Invisibility
● Knock
● Levitate
● Mirror Image
● Misty Step
● Silence
● Web
(Page 53)
TIER 3
● Animate Dead
● Dispel Magic
● Fabricate
● Fireball
● Fly
● Gaseous Form
● Illusion
● Lightning Bolt
● Magic Circle
● Protection from Energy
● Sending
● Speak with Dead
TIER 4
● Arcane Eye
● Cloudkill
● Confusion
● Control Water
● Dimension Door
● Divination
● Passwall
● Polymorph
● Resilient Sphere
● Stoneskin
● Telekinesis
● Wall of Force
TIER 5
● Antimagic Shell
● Create Undead
● Disintegrate
● Hold Monster
● Plane Shift
● Power Word Kill
● Prismatic Orb
● Scrying
● Shapechange
● Summon Extraplanar
● Teleport
● Wish
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