Shadow Dark

March 1, 2023 | Author: Anonymous | Category: N/A
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WEAPONS Weapon

Cost

Type

Range

Damage

Properties

Bastard sword

10 gp

M

C

1d6/1d8

V

Club

5 cp

M

C

1d4

-

Crossbow

8 gp

R

F

1d6

2H, L

Dagger

1 gp

M/R

N

1d4

F, Th

Greataxe

10 gp

M

C

1d6/1d8

V

Greatsword

12 g p

M

C

1d10

2H

 Javelin  Javeli n

5 sp

M/R

N

1d6

Th

Longbow

8 gp

R

F

1d8

2H

Longsword

9 gp

M

C

1d6

-

Mace

5 gp

M

C

1d6

-

Shortbow Shortsword

6 gp 7 gp

R M

F C

1d4 1d4/1d6

2H V

Staff

5 sp

M

C

1d4

2H

10 gp

M

C

1d8

2H

Warhammer

 ARMOR Item

Cost

Item 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

x4

-1

-

No penalty stealth, swim

Mithril (metal armor only)

 

Difficulty Class

Distance

Easy, DC 9. Leaping 9. Leaping a narrow chasm, sneaking up on an inattentive guard.

Close = 5 feet. Near Close = Near =  = up to 30 feet. Far Far =  = within sight.

Normal, DC 12. Kicking 12. Kicking open a stuck door, picking a poor lock. Hard, DC 15. Swimming 15. Swimming against a strong current, giving rst aid

 Movement Swimming. STR Swimming.  STR check to swim or CON check to hold your breath. Failure = 1d6 damage per round until exiting the hazard.

to stop a character from dying. Falling. 1d6 damage every 10'. Extreme, DC 18. Climbing 18. Climbing a slippery cliff one-handed, restraining a frenzied f renzied lion.

 Morale Enemies who are reduced to half their ranks (or half their hit points for a solo enemy) ee ee if  if they fail a DC 15 Wisdom check. Large Groups. Make Groups. Make one check

using the leader's WIS modier.

Dying Death Timer. 1d4 Timer. 1d4 + CON modier rounds (min. 1). Each

Moving Through. Move Through. Move freely through allies. Pass a DEX check to move through enemies.

Spell Concentration Make a spellcasting check at the start of your turn as if you were casting the spell. Success. The spell remains in effect until the start of your next turn. Failure. The spell ends. If you Failure. The were concentrating, you do not not   lose the ability to cast that spell.

turn, roll a d20. 20 = gain 1 HP. Distraction. Immediately Distraction.  Immediately make Stabilize. Close range, DC 15 Stabilize. Close INT check to stop death timer (creature is still unconscious).

a spellcasting check to maintain concentration.

 

 

 

Introduction

In these nighted halls, doom and glory bloom eternal. This is the story of the Shadowdark.

 

T

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.

The worked stone turned to damp cavern walls. Distant hisses and screams echoed in the pitch black, and leatherwinged abominations swooped in with hooked ho oked talons and dripping jaws. But the treasure they found! Dusty gold coins stamped with forgott forgotten en emperors, fat rubies dangling from f rom silver silver chains, glittering swords plucked from the hands of moldy skeletons.

Creeg nally burned the

skittering skitter ing devils to ash with gouts of magical re.

The carved stone walls grew denser, darker. Iraga almost lost her head h ead 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.

10

Soon, the torches grew thin. The wounds grew numerous. The magic grew weak. The crawlers had met their match. It was all around them, never slowing, never n ever sleeping, never ending. It was the Shadowdark. And their fate was in its hands.

Shadowdark

 

WHAT IS   SHAD  SH ADOWDA OWDARK? RK?  is  Shadowdark  Shadow dark RPG  RPG  is

a fantasy adventure game where you delve into subterranean dungeons, caverns, and tombs in search of gold and glory. The Shadowdark is a vast network of buried and forgotten ruins brooding beneath the surface world. 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 Shadowdark's sinister traps, ancient magics, and ruthless monsters. If you survive, you'll return to the surface with marvelous riches plucked plucked from f rom the depths. 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.  is  Shadowdark  Shadow dark RPG  RPG  is

rules-light. 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 ames 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!

11

The Basics

 

If this is your rst time playing  Shadowdark  Shadow dark RPG  RPG , it’s

helpful to

start with a premade character.  You  Y ou can nd several adventurers

in the back of this book.

CHARACTERS

DESCRIBE AN  ACTIO  ACT ION N On your turn turn,, describe an action action    you want want to do. do. For For example, example, you could say you’re going to shoot  your bow bow at a troll.

 You decide your  You your character’s character’s actions and tell them to the referee, or Game Master (GM (GM). ).

The GM might ask you to make a check (see check  (see Checks) to determine whether your action succeeds.

The GM determines if your actions are successful and describes the results.

MOVEMENT

This back-and-forth between  you, the the GM, and your your adventuring companions grows and shapes the game world. Always ask yourself: If you were really your character, what would you do right now?

 Adventuring gear  Adventuring (helm, backpack, etc.) set up as if for packing,  2.33 wide x 1.42 high 12

During your turn, you can move move   up to near near (roughly  (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 round.. Then, a new round begins.

 

THE DICE

CHECKS

 You'll need a four-sided  You'll four-sided (d4 (d4), ), sixsided (d6 (d6), ), eight-sided (d8 (d8), ), tensided (d10 (d10), ), twelve-sided (d12 (d12)) and twenty-sided (d20 (d20)) die.

When attempting a risky action,

Multiples. 3d6 = three six-sided Multiples. 3d6 dice. Roll them together and add them.  Advantage. Roll  Advantage.  Roll two times and use the higher result. Disadvantage.  Roll two times Disadvantage. Roll and use the lower result.

roll a d20 and add a modier.

That’s called making a check check.. The GM chooses the check's ability and a number called a difculty class (DC DC). ). If the total of your d20 roll + ability modier

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.

 ABIL  AB ILIT ITIE IES S

HIT POINTS

 Abilities are your dening traits.

Injuries cause you to take damage and damage  and lose hit points (HP HP). ). Typical weapons deal 1d6 damage to your HP. You regain lost HP after a night of rest.

Each ability has a score from f rom 3-18 and a bonus or penalty (called a modier)) from -4 to +4. modier Strength. Physical Strength.  Physical power.

Characters at zero HP die die in  in Dexterity.  Agility, Agility, reexes. reexes. Constitution.  Endurance, Constitution. Endurance, resistance to injury.

1d4 + Constitution modier

(minimum 1) rounds. Dead characters charact ers are retired from f rom play!

Intelligence. Logical Intelligence.  Logical ability.

WHAT’S NEXT?

Wisdom. Instinct, Wisdom.  Instinct, willpower.

 You could play  You play a whole game game with just the basics. But once

Charisma. Appeal, Charisma.  Appeal, presence.

 you're ready ready for more, more, the next next chapters expand upon them. 13

 

 

Characters

Both the wise and foolish risk their fortunes in the Shadowdark. The darkness decides who is whom.

15

Overview 

 

To make a Shadow  Shadowdark dark RPG  RPG   character (also called a player

 ALIG  AL IGNM NMEN ENT T & DE DEITY  ITY 

character, or PC PC), ), grab your dice, a blank character sheet, and go through the next few pages. You can also view a walkthrough at  youtube.com/  youtube .com/thearca thearcanelibrary nelibrary..

 Y  Your ouropposing character’s character’s cosmic linkand to the forces of Law Chaos, or balanced Neutrality.

NAME Choose a worthy name for your

TITLE As you gain levels, your prestige grows. Your title is based on your level, class, and alignment.

adventurer.

BACKGROUND

RACE

 Your history before  Your before you you became an adventurer. You're adept at tasks related to your background.

 Your character’s  Your character’s cultural and ancestral heritage.

CLASS  Your  Y our character’s character’s job.

 ABIL  AB ILIT ITIE IES S

LEVEL

The six ability scores that determine your physical and mental characteristics.

 You start at either 0 or 1st  You 1st level.  You  Y ou gain levels levels by earning earning XP. XP.

HP

XP  You  Y ou start with 0 experience experience points (XP (XP). ). You gain XP based on the treasure and boons you earn from f rom adventuring. adventuring. 16

Hit points (HP (HP)) represent the amount of injury you can sustain before you die. Taking damage f rom weapons, weapons, traps, spells, or other sources reduces your HP.

 

 AC Armor class ( AC)  AC) is a type of difculty 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  ATTAC KS The weapons you wield and how you use them to ght an

enemy (see Combat on pg. 92  92  for details). You can wield the weapons listed for your class.

TALENTS  Your special abilities.  Your abilities. Your Your class, race, and talent rolls grant you these. The benets of talents

combine (even the same talent rolled multiple times).

SPELLS Some classes can learn and cast magic spells.

GEAR  Your equipment. You  Your You can carry a number of items equal to 9 or  your Strength Strength score, score, whichever whichever is higher (see the Gear section on pg. 38 for 38 for more details). 17

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 characters are fragile. f ragile. GMs should see The Gauntlet on pg. 118 for 118 for more insight. Because 0-level characters have beginner's luck, luck, they can wield any weapon until 1st level. 0-level characters characters start with: • Ability scores, pg. 88 • Choice of race, pg. 20  20  • Hit points equal to their Constitution modier

(minimum 1) • Background, pg. 30 • Choice of alignment, pg. 31  31  • Startin Starting g gear, pg. 37 0-level characters reach 1st level after surviving their rst adventure (see pg. 43). 43). 18

Sword  2.33 wide x 0.94 high

1ST-LEVEL CHARACTERS Some games begin with 1stlevel characters — edgling

heroes who are ready to go on dangerous adventures. 1st-level characters start with: • Ability scores, pg. 88 • Choice of race, pg. 20 • Choice of class, pg. 22-29# 22-29# • One class talent roll • Hit points equal to one roll of their class's hit dice + their Constitution modier (treat any CON modier lower than

+1 as +1 for this purpose) • Background, pg. 30 • Choice of alignment, pg. 31 • Title, pg. 34 • Starting gear, pg. 37

 

Abilities

 

To determine your character’s abilities, roll 3d6 in order for each ability score. Note each total and modier on your character

sheet.

 ABILITIES Score 1-3

 

Modier -4

4-5

-3

6-7

-2

a modier of +2 or higher, you

8-9

-1

may roll a new set of six scores.

10-11

0

12-13

+1

14-15

+2

16-17

+3

18+

+4

If none of your ability scores has

Strength. Fight Strength.  Fight with a sword, bash open doors, swim. Important for ghters.

Dexterity. Shoot a bow, balance Dexterity. Shoot on a ledge, sneak. Important for thieves. Constitution.  Hold your breath, Constitution. Hold resist poison. Intelligence.  Cast wizard spells, Intelligence. Cast decipher runes. Important for wizards.

 Adventurer  Adventurer balancing on beam over pit  2.33 wide x 3.31 high

Wisdom. Cast cleric spells, Wisdom. Cast notice hidden objects. Important for clerics. Charisma.  Convince creatures Charisma. Convince not to be hostile. 19

 

Race

 

DWARF

GOBLIN

Brave, stalwart folk as sturdy as the stone kingdoms they carve inside mountains.

Green, beings whoAs thrive in dark,clever cramped places.

 You know  You know the Common Common and Dwarvish languages.

 You know the Common  You Common and Goblin languages.

Stout. Roll your hit dice gains Stout. Roll with advantage.

Keen Senses. You Senses. You can't be surprised.

ELF EL F

HALFLING

Ethereal, graceful people who revere knowledge and beauty. Elves see far and live long.

Small, cheerful country folk with mischievous streaks. They enjoy life’s simple pleasures.

 You know  You know the Common, Common, Elvish, Elvish, and Sylvan languages.

 You know the Common  You Common language.

Farsight. You get a +1 bonus Farsight. You to attack rolls with ranged weapons or a +1 bonus to spellcasting checks.

Stealthy. Once per day, you can Stealthy. Once become invisible for 3 rounds.

erce as they are tiny.

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... 20

 

HALF-ORC

HUMAN

Towering, tusked warriors who are as daring as humans and as relentless as orcs.

Bold, adaptable, and diverse people who learn quickly and accomplish mighty deeds.

 You know  You know the Common Common and Orcish languages.

 You know the Common  You Common language and one additional common language (pg. (pg. 36). 36).

Mighty. You have a +1 bonus to Mighty. You attack and damage rolls with melee weapons.

 Ambitious. You gain one  Ambitious. You additional talent roll at 1st level.

Fill

21

Cleric Class

 

Crusading templars, prophetic shamans, or mad-eyed zealots

Deity. Choose a god to serve who matches your alignment

who wield the power of their gods to cleanse the unholy.

(see Deities, pg. 32). 32).

Weapons: Club, crossbow, Weapons: Club, dagger, mace, longsword, staff, warhammer  Armor: All  Armor:  All armor and shields Hit Dice: 1d6 Dice: 1d6 Languages. You know either Languages. You Celestial, Diabolic, or Primor Primordial. dial. Turn Undead. You Undead. You know the turn undead spell. It doesn’t count toward your number of known spells.

Spellcasting. You can cast cleric Spellcasting. You spells you know.  You know two tier 1 spells  You spells of your choice from the cleric spell list on pg. 55. 55. Each time you gain a level, you choose new cleric spells to learn according to the Cleric Spells Known table. For casting cleric spells, see Spellcasting on pg. 48. 48.

CLERIC TALENTS 2d6 2

Effect Gain ad advantage on on ca casting on one sp spell yo you kn know

3-6

+1 to melee or ranged attacks

7-9

+1 to cle lerric spe pell llc cast stin ing g chec eck ks

10--11 10

+2 to St Stre reng ngth th or Wis isdo dom m sc scor ore e

12

22

Choose on one option fr fro om the ta table

   

CLERIC SPELLS SPELLS KNOWN KNOWN CLERIC Spells Known By Spell Tier Level

1

2

3

4

5

1

2

-

-

-

-

2

3

-

-

-

-

3

3

1

-

-

-

4

3

2

-

-

-

5

3

2

1

-

-

6

3

2

2

-

-

7

3

3

2

1

-

8

3

3

2

2

-

9

3

3

2

2

1

10

3

3

3

2

2

23

 

 Fighter Class

 

Blood-soaked gladiators in dented armor, acrobatic duelists

Weapon Mastery. Mas tery. Choose one type of weapon, such as

with darting swords, or far-eyed elven archers who carve their legends with steel and grit.

longswords. You gain +1 to attack and damage with that weapon type. In addition, add half your level to these rolls (round down).

Weapons: All Weapons:  All weapons  Armor: All  Armor:  All armor and shields Hit Dice: 1d8 Dice: 1d8

Grit. Choose Strength or Dexterity. You You have advantage on checks of that type to overcome an opposing force, such as kicking open a stuck door (Strength) (Strength) or slipping free f ree of rusty chains (Dexterity).

FIGHTER TALENTS 2d6 2

Effect Gain Weapo pon n Mast ster ery y wit ith h one addi dittio ion nal we weapo pon n

3-6 7-9

+1 to to melee an and ra ranged attacks +2 to St Stre reng ngth th,, Dex Dextter erit ity y, or or Con Const stit itut utio ion n sco score re

10-11 1011

Choo Ch oose se one one kin kind d of ar armo mor. r. You You get get +1 +1 AC AC from th that at arm armor or

12

Choose on one op option fro from the table

 

24

Last one in line is the first one to die!  "  -Jorbin, dwarf fighter 



 

25

Thief Class

 

Rooftop cat burglars, grinning con artists, or cloak cloaked ed assassins

Thievery. You are adept at Thievery. You thieving skills and have the

who can pluck a gem from f rom the claws of a sleeping demon and sell it for twice its worth.

necessary tools of the trade secreted on your person (they take up no item slots).

Weapons: Club, crossbow, Weapons: Club, dagger, shortbow, shortsword

 You are trained  You trained in the following following tasks and have advantage on any associated ability checks:

 Armor: Leather armor, mithril  Armor: Leather chainmail

• Climbing • Sneaking and hiding

Hit Dice: Dice: 1d4

• Applying disguises

Backstab. If you hit a creature Backstab. If who is unaware of your presence, you deal an extra weapon die of damage. Add additonal weapon dice of damage equal to half your level

• Delicate tasks such as picking pockets and opening locks

(round down).

THIEF TALENTS 2d6 2

Effect Gain Ga in ad adv van anta tage ge on in init itia iati tiv ve rol rolls ls (r (rer erol olll if if dup dupli lica catte)

3-5

Your Bac ack kst sta ab de deals +1 dic dice e of of dam damag age e

6-9 69

+2 to to Str Stren engt gth, h, De Dext xter erit ity y, or or Char Charis ism ma sco score re

10-11 1012

+1 to me mele lee e an and d ra rang nged ed at atta tac cks Choose on one option fr fro om the ta table

26

 

27

Wizard Class

 

Rune-tattooed adepts, bespectacled magi, and ame-

conjuring witches who dare to manipulate the fell forces of magic.

Spellcasting. You Spellcasting. Y ou can cast wizard spells you know.  You know three tier 1 spells of  You of  your choice choice from f rom the wizard wizard spell list (see pg. 56). 56).

Weapons: Dagger, Weapons:  Dagger, staff   Armor: None  Armor:  None Hit Dice: 1d4 Dice: 1d4 Languages. You know two Languages. You additional common languages and two rare languages (see pg. 36). 36 ). Learning Spells. Y Spells. You ou can permanently learn a wizard spell f rom a spell scroll by studying it for a day and succeeding on a DC 15 Intelligence check. Whether you succeed or fail, you expend the spell scroll. Spells you learn in this way don't count toward your known spells.

28

Each time you gain a level, you choose new wizard spells to learn according to the Wizard Spells Known table. For casting wizard spells, see Spellcasting on pg. 48. 48.

 

WIZARD SPELLS KNOWN Spells Known By Spell Tier Level

1

2

3

4

5

1

3

-

-

-

-

2

4

-

-

-

-

3

4

1

-

-

-

4

4

2

-

-

-

5

4

2

1

-

-

6

4

3

2

-

-

7

4

3

2

1

-

8

4

4

2

2

-

9

4

4

3

2

1

10

4

4

4

2

2

WIZARD TALENTS 2d6

Effect

2

Make 1 ran ando dom m mag agic ic it ite em of of a type you you choo oose se (pg. 226) 226)

3-7

+2 to In Inte telli lligen gence ce sc score ore or +1 +1 to to wiza wizard rd spe spellc llcast asting ing ch check eckss

8-9 89

Gain Ga in ad adva vant ntag age e on on cas casti ting ng on one e spe spell ll yo you u kno know w

10-11 1011

Learn Le arn one add additi itiona onall wiza wizard rd spe spell ll of of any any tier tier you you kno know w

12

Choose one op option fr fro om the ta table

29

Background

 

 Your background  Your background knowledge knowledge and skills might prove useful

Work with the GM to determine if your background provides you

during your adventures.

advantages in a given situation.

BACKGROUND d20

30

Details

1

Urchin. You Urchin.  You grew up in the merciless streets of a large city

2

Wanted. There's Wanted.  There's a price on your head, but you have allies

3

Cult Initiate I nitiate.. You know blasphemous secrets and rituals

4 5

Thieves' Guild. You Guild. You have connections, contacts, and debts Banished. Your Banished.  Your people cast you out for supposed crimes

6

Orphaned. An Orphaned.  An unusual guardian rescued and raised you

7

Wizard's Apprentice. You Apprentice. You have a knack and eye for magic

8

 Jeweler. You  Jeweler.  You can easily appraise value and authenticity

9

Herbalist. You Herbalist.  You know plants, medicines, and poisons

10

Barbarian. You Barbarian.  You left the horde, but it never quite left you

11

Mercenary. You Mercenary.  You fought friend and foe alike for your coin

12

Sailor. Pirate, Sailor.  Pirate, privateer, or merchant — the seas are yours

13

 Acolyte. You're  Acolyte.  You're well trained in religious rites and doctrines

14

Gladiator. You managed to escape the brutal ghting pits

15

Ranger. The Ranger.  The woods and wilds are your true home

16

Scout. Y Scout.  You ou survived on stealth, observation, and speed

17

Minstrel. You've Minstrel.  You've traveled far with your charm and talent

18

Scholar. You Scholar.  You know much about ancient history and lore

19 20

Noble. A famous name has opened many doors for you Noble. A  You know anatomy, anatomy, surgery, and rst aid Chirurgeon.   You

 

Alignment the clash between good and

Law is benevolence, Chaos is malevolence, and Neutrality is

evil. All creatures are connected

impartial, favoring neither.

 Alignment denes your role in

to the eternal conict waged

by Law, Chaos, and Neutrality, whether they know it or not.

Choose one of the following three alignments.

CHAOTIC Chaos Talisman  2.33 wide x 1.2 high

Chaotic characters align themselvess with destruction, themselve ambition, and wickedness. Chaotic characters adopt a “survival of the ttest” mentality.

LAWFUL Law Talisman  2.33 wide x 1.2 high

Lawful characters align themselves with fairness, order, and virtue. Lawful charact characters ers operate operat e from f rom a “good of the whole” mentality.

NEUTRAL Neutral Talisman  2.33 wide x 1.2 high

Neutral characters nd balance

between Law and Chaos. They align with the cycle of growth and decline, adopting a “nature must take its course” mentality.

31

Deities

 

The many gods of the universe are the personications of Law,

Chaos, and Neutrality.

SAINT TERRAGNIS (LAWFUL)

The most well-known gods are listed here. A character may worship any deity, or none.

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.

Clerics must choose one god Clerics must to serve faithfully. A cleric's deity can revoke the gift of

GEDE (NEUTRAL)

spellcasting if the cleric commits blasphemous acts. Most folk worship one of the Four Lords, Lords, the lawful and neutral gods who stand for  justice, order, order, and mercy mercy.. Malevolent beings worship one of  The  The Dark Trio, Trio, chaotic deities who evince power, destruction, and cruelty. There were once nine primary gods, but two of them are forgotten or forbidden. Many folk still refer to The Nine in the oaths they swear, and ancient stories always begin with, "Beneath the Eyes of the Nine..." 32

The god of feasts, mirth, and the wilds. Gede is usually peaceful, but primal storms rage when her anger rises. Many elves and halings worship her.

MADEERA THE COVENANT (LAWFUL) Madeera was the rst

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.

 

MEMNON (CHAOTIC) Memnon was the rst

manifestation of Chaos. He is Madeera’s twin, a red-maned, leonine being whose ultimate ul timate ambition is to rend the cosmic laws of the Covenant Covenant from f rom his sister’s skin.

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.

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 ow of

magic herself.

33

Titles

 

As you gain levels, your title changes to reect an increase in

 your fame fame (or infamy). infamy).  Your legend begins  Your begins to precede precede  you as your your renown grows grows,, for good or for ill. An improved title could present opportunities that were previously out of your reach.

CLERIC TITLES Level

Lawful

Chaotic

Neutral

1-2

Acolyte

Initiate

Seeker

3-4

Crusader

Zealot

Invoker

5-6

Templar

Cultist

Haruspex

7-8

Champion

Scourge

Mystic

9-10

Paladin

Chaos Knight

Oracle

FIGHTER TITLES Level

Lawful

Chaotic

Neutral

1-2

Squire

Knave

Warrior

3-4

Cavalier

Bandit

Barbarian

5-6

Knight

Slayer

Battlerager

7-8 9-10

Thane Lord/Lady

Reaver Warlord

Warchief   Chieftain

34

 

THIEF TITLES Level

Lawful

Chaotic

Neutral

1-2

Footpad

Thug

Robber

3-4

Burglar

Cutthroat

Outlaw

5-6

Rook

Shadow

Rogue

7-8

Underboss

Assassin

Renegade

9-10

Boss

Wraith

Bandit King/Queen

WIZARD TITLES Level

Lawful

Chaotic

Neutral

1-2

Apprentice

Adept

Shaman

3-4

Conjurer

Channeler

Seer

5-6

Arcanist

Witch/Warlock

Warden

7-8 9-10

Mage Archmage

Diabolist Sorcerer

Sage Druid 35

   

Languages

 

COMMON LANGUAGES LANGUAGES COMMON Language

Who Speaks It

Common

Most humanoids

Dwarvish

Dwarves

Elvish

Elves

Giant

Giants, ogres, trolls

Goblin

Bugbears, goblins, hobgoblins

Merran

Merfolk, sahuagin, sirens

Orcish Reptilian

Orcs Lizardfolk, viperians

Sylvan

Centaurs, dryads, faeries

Thanian

Minotaurs, beastmen, manticores

RARE LANGUAGES LANGUAGES RARE Language

Who Speaks It

Celestial

Angels

Diabolic

Demons, devils

Draconic

Dragons

Primordial

Elder things, elementals

 “

36

Language is the key to the most important doors. "  -Creeg, human wizard

 

Starting Gear, AC

 

STARTING GEAR

 ARMO  AR MOR R CL CLAS ASS S

0-level characters start with 1d4 0-level characters of the following items:

 Your  Y our armor class class ( AC)  AC) is 10 + your Dexterity modier. Wearing

GEAR d12

Gear

1

Torch

2

Dagger

3

Pole

4

Shortbow and 5 arrows

5

Rope, 60'

6

Oil, ask

7

Crowbar

8

Iron spikes (10)

9

Hammer

10

Grappling hook

11 12

Club Caltrops (one bag)

armor changes your AC (see Armor, pg. 40). 40).  You can wear  You wear the types of armor listed for your class. 0-level PCs can wield shields until 1st level.

1st-level characters start with 1st-level characters 2d6 x 5 gold pieces to buy gear (see Gear, pg. 38). 38).

37

Gear 

 

 Arrows. Ammunition  Arrows.  Ammunition for shortbows or longbows.

Grappling hook. A rope anchor with three, curved tines.

Backpack. Holds all the gear you Backpack. Holds can carry. Don't lose it.

Iron spikes. Strong spikes. Strong spikes. Each has a hole for threading rope. Can be hammered in with weapons or other iron spikes.

Caltrops. Tiny, triangle-shaped Caltrops. Tiny, iron spikes. Living creatures who step on caltrops take 1 piercing damage and can only move at half speed for 1 hour. Coin. One gold piece (gp Coin. One (gp)) is worth 10 silver pieces (sp (sp)) and 100 copper pieces (cp (cp). ).

Lantern. Casts light up to a Lantern. Casts double near distance (see Light, pg. 88). Requires oil. Has a shutter to hide the light. Mirror. A Mirror.  A small, polished mirror. Oil ask. Fuels ask. Fuels a lantern for

Crossbow bolts. Crossbow bol ts. Ammunition  Ammunition for crossbows.

one hour of real time. One ask

Crowbar. Grants Crowbar.  Grants advantage

covers a close area and burns for 4 rounds, dealing 1d4 damage each round.

on checks to pry open stuck objects.

Pole. Wooden, Pole.  Wooden, 10' long.

Flask or bottle. Glass bottle. Glass containers that hold one draught of liquid.

Rations. One day of food and Rations. One water supply for one person.

Flint and steel. A small re starter. With it, routine attempts

Rope. Hemp, Rope.  Hemp, 60’ long.

to light a re always a lways succeed.

Torch. Sheds Torch.  Sheds light to a near

Gem. Gems come in numerous  varietiess and are very  varietie very valuable.

distance (see Light Sources, pg. 88). Burns for one hour of real time.

38

 

BASIC GEAR Item

Cost

Quantity Per Item Slot

Arrows (20)

1 gp

1-20

Backpack

2 gp

1 (rst one free to carry)

Caltrops (one bag)

5 sp

1

Varies

100 (rst 100 free to carry)

Crossbow bolts (20)

1 gp

1-20

Crowbar

5 sp

1

Flask or bottle

3 gp

1

Flint and steel

5 sp

1

Varies

1-10

Grappling hook

1 gp

1

Iron spikes (10) Lantern

1 gp 5 gp

1-10 1

Mirror

10 gp

1

Oil, ask

5 sp

1

Pole

5 sp

1

Rations

5 sp

1

Rope, 60'

1 gp

1

Torch

5 sp

1

Coin

Gem

ITEM SLOTS  You can carry  You carry a number of items items equal to to your Strength Strength score score or 9, whichever is higher. Unless noted, all gear besides typical clothing lls one item slot. slot. Gear that is hard to transport might ll more than one slot.

39

 

CRAWLING KIT A crawling kit costs 7 gp. It uses 7 item slots and contains the following items.

CRAWLING KIT Items

Quantity

Item Slots

Cost

Backpack

1

0

2 gp

Flint and steel

1

1

5 sp

Torch

2

2

5 sp

Rations

1

1

5 sp

10

1

1 gp

Grappling hook

1

1

1 gp

Rope, 60'

1

1

1 gp

Iron spikes

 ARMOR Item Leather armor

Cost 10 gp

Item Slots 1

AC 11 + Dex mod

Properties -

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

x4

-1

-

No penalty stealth, swim

Mithril (metal armor only) 40

 

WEAPONS Weapon

Cost

Type

Range

Damage

Properties

Bastard sword

10 gp

M

C

1d6/ 1d8

V

Club

5 cp

M

C

1d4

-

Crossbow

8 gp

R

F

1d6

2H, L

Dagger

1 gp

M/R

N

1d4

F, Th

Greataxe

10 gp

M

C

1d6/1d8

V

Greatsword

12 gp

M

C

1d10

2H

 Javelin

5 sp

M/R

N

1d6

Th

Longbow

8 gp

R

F

1d8

2H

Longsword

9 gp

M

C

1d6

-

Mace

5 gp

M

C

1d6

-

Shortbow Shortsword

6 gp 7 gp

R M

F C

1d4 1d4/1d6

2H V

Staff

5 sp

M

C

1d4

2H

10 gp

M

C

1d8

2H

Warhammer

Finesse (F). You (F). You can use your Strength or Dexterity when

 Versatile (V). You  Versatile (V). You can use this weapon with one or two hands.

attacking with this weapon.

Use the higher damage die if  you’re wielding it with two. two.

Loading (L). You (L). You must forgo moving to reload this weapon. Thrown (Th). You (Th). You can throw this weapon to make a ranged attack with it using Strength.

Weapon types. Melee weapons (M) strike at arm's reach, and ranged weapons (R) strike at a distance. Range. You Range.  You can use a weapon at

Two-handed (2H). You (2H). You must use this weapon with two hands.

close (C), near (N), or far (F) range (see Distances, pg. 89). 89). 41

 

Character Names

 

CHARACTER NAMES d20 1

Dwarf Hilde

Elf Eliara

Goblin   Haling Half-Orc Human Iggs Willow Vara Zali

2

Torbin

Ryarn

Tark

Benny

Gralk

Bram

3

Marga

Sariel

Nix

Annie

Ranna

Clara

4

Bruno

Tirolas

Lenk

Tucker

Korv

Nattias

5

Karina

Galira

Roke

Marie

Zasha

Rina

6

Naugrim

Varos

Fitz

Hobb

Hrogar

Denton

7

Brenna

Daeniel

Tila

Cora

Klara

Mirena

8

Darvin

Axidor

Riggs

Gordie

Tragan

Aran

9

Elga

Hiralia

Prim

Rose

Brolga

Morgan

10

Alric

Cyrwin

Zeb

Ardo

Drago

Giralt

11

Isolde

Lothiel

Finn

Alma

Yelena

Tamra

12

Gendry

Zaphiel

Borg

Norbert

Krull

Oscar

13

Bruga

Nayra

Yark

Jennie

Ulara

Ishana

14

Junnor

Ithior

Deeg

Barvin

Tulk

Rogar

15 16

Vidrid Torson

Amriel Elyon

Nibs Brak

Tilly Pike

Shiraal Wulf

Jasmin Tarin

17

Brielle

Jirwyn

Fink

Lydia

Ivara

Yuri

18

Ulfgar

Natinel

Rizzo

Marlow

Hirok

Malchor

19

Sarna

Fiora

Squib

Astrid

Aja

Lienna

20

Grimm

Ruhiel

Grix

Jasper

Zoraan

Godf rey

 



 "  Whoever named got it right. -Ralina, halfling thief,you to sure Rotbreath the Troll 42

   

 

Level Advancement  VALU ABLE  VALUAB LES S AS EXPERIENCE POINTS XP represents your learning, inuence, and increasing skill.

XP awards are based on the quality of the treasure and boons you gain during a session. GMs should see Awarding XP on pg. 119 for 119 for guidance. The GM awards XP after each encounter or, alternatively, at the end of each session.

 ADVANCEMENT  ADV ANCEMENT Level 1

XP Needed 0

Talent +1

2

10

-

3

20

+1

4

20

-

5

20

+1

6

20

-

7

20

+1

8

30

-

9

30

+1

10

30

-

LEVELING UP

TALENT ROLL

Once you’ve reached a new XP requirement, you gain a level and your total XP resets to zero.

 You gain one roll  You roll on your your class's talent table when you reach the indicated levels. noted. Duplicate talents stack unless

 You get any  You any new title, spells, spells, and talent improvements listed for  your level. level. Your Your maximum HP increases, and you might also gain a talent roll.

INCREASED HP Roll your class's hit dice and add it to your maximum hit points.

 “

 "  Certain doom is a half-orc challenge, not a promise. " -Iraga, cleric 43

   

Random Characters

 

 You can use these  You these tables to randomly generate a 0-level or 1st-level character.

CLERIC SPELLS d6 1

Roll your ability scores (pg. ( pg. 88), 88 ), background (pg. (pg. 30), 30), and class talents (pg. (pg. 22-29#) 22-29#) as normal. Make selections for your character if no table is provided.

Race

1-4

Human

5-6

Elf  

7-8

Dwarf  

9-10

Haling

11 12

Half-orc Goblin

Light

2

Cure wounds

3

Holy weapon

4

Protection from evil

5

Shield of faith

6

Reroll

DEITY 

RACE d12

Spell

d8

Deity  

1-2

Saint Terragnis

3

Gede

4

Madeera the Covenant

5

Ord

6

Memnon

7

Shune the Vile

8

Ramlaat

GEAR

CLASS

44

LANGUAGE (R)

d4

Class

d4

1

Cleric

1

Celestial

2

Fighter

2

Diabolic

3 4

Thief   Wizard

3

Draconic (cleric reroll)

4

Primordial

Language

   

 ALIGNMENT

LANGUAGE (C) d10

Language

d6

Alignment

1

Dwarvish

1-3

Lawful

2

Elvish

4- 5

Neutral

3

Giant

6

Chaotic

4

Goblin

5

Merran

6

Orcish

7

Reptilian

8

Sylvan

9

Thanian

10

Reroll

GEAR Random 1st-level 1st-level characters  characters have a crawling kit, one weapon, leather armor (if they can wear it) and 5 gold pieces. Random 0-level 0-level characters  characters have 1d4 of the following items:

WIZARD SPELLS

GEAR

d12

Spell

d12

Gear

1

 Alarm

1

Torch

2

Burning hands

2

Dagger

3

Charm person

3

Pole

4 5

Detect magic Feather fall

4 5

Shortbow and 5 arrows Rope, 60'

6

Floating disk 

6

Oil, ask

7

Hold portal

7

Crowbar

8

Light

8

Iron spikes (10)

9

Mage armor 

9

Hammer

10

Magic missile

10

Grappling hook

11

Protection from evil

11

Club

12

Sleep

12

Caltrops (one bag)

45

 

 

 Magic

 

What you call wizardry, I call faith. But in either case, it 's our dedication that fuels it. "  "  -Iraga, half-orc cleric, to Creeg, human wizard “

47

Casting Spells

 

Spellcasters use the raw power of creation and destruction to

CASTING

bend reality, shaping it to the will of their gods or ambitions.

When cast a cast spell, an youeffect. invokeyou magic to acause Casting a spell takes your action.

Wizard magic is ckle, complicated, and volatile. Even the most learned mages tread carefully when reaching beyond the veil to grasp arcane energies. Cleric magic is miraculous, Cleric magic sacred, and instinctive. Clerics who offend their gods might lose the ability to cast spells until they can undertake penance.

Characters with the spellcasting Characters talent can cast spells. To cast a wizard wizard spell  spell you know, make a spellcasting check by rolling 1d20 + your Intelligence modier. To cast a cleric cleric spell  spell you know, make a spellcasting check by rolling 1d20 + your Wisdom modier.

The DC DC to  to successfully cast a spell is 10 + the spell’s tier.

RESULTS If you succeed succeed on  on your spellcasting check, the spell takes effect. If you fail fail your  your spellcasting check, the spell does not take effect. You can’t cast that spell again until you complete a rest. 48

   

CRITICAL SUCCESS

PENANCE

If you roll a natural 20 on  your spellcasting spellcasting check, check, you may double one of the spell’s numerical effects. This remains in effect on a concentration concentration   spell (see pg. 54) 54) until your next concentration check.

The GM determines the exact nature of the penance you must undertake based on your deity and alignment. Penance requires a holy quest, ritualistic atoneme atonement, nt, or a material sacrice that you

CRITICAL FAILURE

donate or destroy.

If you roll a natural 1 on your spellcasting check, the spell does not take effect. If it was a concentration concentration spell,  spell, the spell immediately ends (see pg. 54 for 54 for more details on concentration spells).

Inadequate or subversive penance (such as donating your

Wizard Spell. If 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. 50). 50).

sacrice to a party member) only

displeases your deity further and makes the spell loss permanent.

SACRIFICE VALUE Spell Tier

Value

1

5 gp

2

20 gp

3

40 gp

4

90 gp

5

150 gp

Cleric Spell. If Spell. If the spell was a cleric 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. 49

Wizard Mishaps

 

WIZARD MISHAP TIER 1-2 d12 1 2

Explosion! You Explosion!  You take 1d8 damage

3

Refraction! You Refraction!  You target yourself with the spell

4

 Your  Y our hand slipped! slipped! You  You target a random ally with the spell

5

Mind wound! Y wound! You ou can't cast cast this spell again for a week

6

Discorporation! One random piece of your gear

7

50

Effect Devastation! Roll Devastation!  Roll twice and combine both effects (reroll any further 1s)

disappears forever Spell worm! You 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 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 Poof! You f rom  you, including including sunlight and and magical light, light, for 10 rounds rounds

10

The horror! You horror! You scream uncontrollably for 3 rounds in Primordial, drawing lots of attention

11

Energy surge! You surge! You glow bright purple for 10 rounds, granting enemies advantage on attacks against you

12

Unstable conduit! You conduit! You have disadvantage on casting spells of the same tier for 10 rounds

 

WIZARD MISHAP TIER 3-4 d12

Effect

1

Devastation!  Roll twice and combine both effects (reroll Devastation! Roll any further 1s)

2

Blast radius! You radius! You and all near creatures take 2d6 damage

3

Duplicate refraction! You refraction! You target yourself and the nearest ally with two identical copies of the spell

4   You ubbed the incantation! incantation! You  You cast a random spell f rom your known known spells at the same targets, even if it would not normally be possible 5

Ethereal bandersnatch! Two bandersnatch! Two random pieces of your gear disappear forever

6

 Arcano-mutagenesis! You must pass a DC 12 Constitution  Arcano-mutagenesis! You check or a random ability score drops to 3 until you complete a rest

7

Boom! You open a 30-foot deep sinkhole in the ground Boom! You with you at the center. You and all near creatures must pass a DC 15 Dexterity check or fall in

8   Petrication! Petrication! 1d4  1d4 of your limbs petrify for the next 24 hours 9

Stupefaction! You lose the ability to cast all spells of the Stupefaction! You same tier until you complete a rest

10

It cannot be unseen! You unseen! You must pass a DC 12 Wisdom check or descend into mad raving for 1d20 minutes

11

Radioactive energies! Radioactive energies! You  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 channeling! You have disadvantage on casting spells of the same tier and lower for 10 rounds

51

 

WIZARD MISHAP TIER 5 d12

52

Effect

1

Devastation! Roll twice and combine both effects (reroll Devastation! Roll any further 1s)

2

Pyroclastic extrusion! You extrusion! You deal 3d8 damage to yourself

3

and all near creatures  Astral incision! incision! An  An otherwordly blade cuts into your memory. You permanently forget one random spell

4

The grimlow! You grimlow! You accidentally summon a hostile grimlow in a space near to you. It persists for 2d4 rounds before disappearing disappea ring from f rom whence it came

5

Dark plasma aura! Attacks 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, Gate! You whether on this plane or another. Something dreadful 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 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 obtier obstruction! struction! You  You lose the aability a random until you complete rest to cast all spells of

9

What lurks beyond the veil! You 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 sacrice a magic item or the ability to cast a tier 3+ spell you know

11

Unmitigated chain reaction! You 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 Shred! You close to you. The lightless tear grows larger every round

 

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 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 disappears from f rom 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.

53

Spell Attributes

 

TIERS

CONCENTRATION

Spells are classied according to

Some laste.for ascan’t long cast asst  you cospells concentrat ncentrate. You You ca other spells while concentrating, concentrating, and you can end a concentration spell at any time.

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.

To maintain concentration, make a spellcasting check at the start of your turn as if you were casting that 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 Concentration for spells with a concentration 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. 54

Success. The spell remains in effect until the start of your next turn. Failure. The spell ends. If you Failure. The were concentrating, you do not lose the ability to cast that spell. However, if you critically fail on fail  on a check to maintain concentration, treat it as a standard critical failure (see pg. 49 for 49  for details on criticals). If you take damage or become distracted while concentrating (due to an earthquake, for example), you must immediately make a spellcasting check to maintain concentration.

Cleric Spell List

 

TIER 1 • Cure Wounds • Holy Weapon • Light • Prot Protection ection f rom Evil • Shield of Faith • Turn Undead

TIER 2

TIER 4

• Augury

• Commune

• Blind/Deafen

• Control Wat Water er

• Bless

• Flame Strike

• Cleansing We Weapon apon

• Pillar of Salt

• Smite

• Regenerate

• Zone of Truth

• Wrath

TIER 3

TIER 5

• Command

• Divine Vengeance

• Lay to Rest

• Dominion

• Mass Cure

• Heal

• Rebuke Unholy

• Judgment

• Restoration

• Plane Shift

• Speak with Dead

• Prophecy 55

Wizard Spell List

 

TIER 1

TIER 2

• Alarm • Burning Hands

• Acid Arrow • Alter Self 

• Charm Person

• Detect Thoughts

• Detect Magic

• Fixed Object

• Feather Fall

• Hold Person

• Floating Disk

• Invisibility

• Hold Portal

• Knock

• Light • Mage Armor

• Levitate • Mirror Image

• Magic Missile

• Misty Step

• Prot Protection ection f rom Evil

• Silence

• Sleep

• Web

56

 

TIER 3

TIER 4

• Animate Dead

• Arcane Eye

• Dispel Magic

• Cloudkill

• Fabricate

• Confusion

• Fireball

• Control Wat Water er

• Fly

• Dimension Door

• Gaseous Form

• Divination

• Illusion

• Passwall

• Lightning Bolt

• Polymorph

• Magic Circle

• Resilient Sphere

• Prot Protection ection f rom Energy

• Stoneskin

• Sending • Speak with Dead

• 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 57

Spells

 

 ACID ARROW

 ALTER  AL TER SELF

Tier 2, wizard

Tier 2, wizard

Duration: Concentration Duration:  Concentration

Duration: 5 Duration:  5 rounds

Range: Far Range:  Far

Range: Self  Range:  Self 

 You conjure  You conjure an acid-wreathed acid-wreathed arrow that strikes one foe, dealing 1d6 damage.

 You magically change your  You your physical form, gaining one feature that modies your

existing anatomy.   For example, you can grow functional gills on your neck or bear claws on your ngers. This

spell can’t grow wings or limbs.

 ANIMATE DEAD  ALARM

Tier 3, wizard

Tier 1, wizard

Duration: 1 Duration:  1 day

Duration: 1 day Duration: 1 Range: Close Range:  Close

Range: Close

touches crossesalarm through the object, a or magical sounds in your head.

on your turn. After 1 day, the creature collapses into grave dust.

 You touch  You touch one humanoid’s humanoid’s  You  Y ou touch touch one object, such such as a remains, and it rises as a zombie door threshold, setting a magical or skeleton under your control. alarm on it. The remains must have at least three limbs and its head intact. If any creature you do not designate designat e while casting the spell The undead creature acts

58

 

 ANTIMAGIC SHELL

 AUGURY 

Tier 5, wizard

Tier 2, cleric

Duration: Concentration Duration:  Concentration

Duration: Instant

Range: Self 

Range: Self  Range:  Self 

An invisible sphere of antimagic surrounds you out to near range. Within the sphere, no spells can be cast. Magic items and ongoing spells are suppressed, and no magic can enter. Magical travel, trav el, even from f rom other planes, is suppressed.

 You interpret  You interpret the meaning meaning of supernatural portents and omens. Ask the GM one question about a specic course of action.

The GM says whether the action will lead to “weal” or “woe.”

BLESS Tier 2, cleric

The sphere moves with you. Spells such as dispel magic have no effect on it. Another antimagic shell does not cancel this one.

 ARCANE EYE

Duration: 5 Duration:  5 rounds Range: Close Range:  Close One creature you touch gains advantage on one ability check or attack roll of their choice made during the duration of the spell. After that, the spell ends.

Tier 4, wizard

Duration: Concentration Duration:  Concentration Range: Near Range:  Near  You conjure  You conjure an invisible, invisible, grapesized eye within range.

BLIND/DEAFEN Tier 2, cleric

Duration: Concentration Duration:  Concentration Range: Near Range:  Near

 You can see through  You through the eye. eye. It can see in the dark out to near

 You utter  You utter a divine censure, censure, blinding or deafening one

range, y near on your turn,

and pass through openings as narrow as keyholes.

creature you can see in range. The creature has disadvantage on tasks requiring the lost sense. 59

 

BURNING HANDS

CLEANSING WEAPON

Tier 1, wizard

Tier 2, cleric

Duration: Instant Duration:  Instant

Duration: 5 Duration:  5 rounds

Range: Close Range:  Close

Range: Close

 You  Y ou spread your ngers with

One weapon you touch is

circle of ame that lls a close

The weapon deals an additional 1d4 damage for the duration.

thumbs touching, unleashing a area around where you stand.

wreathed in purifying ames.

Creatures within the area of effect take 1d6 damage. Unattended ammable objects

ignite.

CHARM PERSON Tier 1, wizard

Duration: 1d8 Duration:  1d8 days

CLOUDKILL

Range: Near Range:  Near

Tier 4, wizard

 You magically beguile one  You humanoid of 2 HD or less within

Duration: 5 Duration:  5 rounds

near range, who regards you as a friend for the duration.

A putrid cloud of yellow poison

The spell ends if you or your allies do anything harmful to the target. The target knows it was magically charmed after the spell ends.

60

Range: Far Range:  Far lls a near-sized area within

range. It spreads around corners. Creatures inside the cloud are blinded and take 2d6 damage at the beginning of their turns. A creature who ends its turn inside the cloud dies if it has fewer hit dice than your level.

 

COMMAND

CONFUSION

Tier 3, cleric

Tier 4, wizard

Duration: Concentration Duration:  Concentration

Duration: Concentration Duration:  Concentration

Range: Far Range:  Far

Range: Near Range:  Near

 You issue a verbal  You verbal command command to to one creature in range who can understand you. The command must be one word, such as

 You mesmerize  You mesmerize one creature creature you you can see in range, clouding its mind. Until the spell ends, the target cannot take actions, and it moves in a random direction on each of its turns.

“kneel.” The target obeys the

command for as long as you concentrate. If your command is ever directly harmful to the creature, it may make a Charisma check opposed by your last spellcasting check. On a success, the spell ends.

COMMUNE

CONTROL WATER Tier 4, cleric, wizard

Duration: Concentration Duration:  Concentration Range: Far Range:  Far  You move  You move and shape water water as if it were clay. You can cause a body of water up to 100 feet in

Tier 4, cleric

width and depth to part or ow

Duration: Instant Duration:  Instant

in a different direction for the

Range: Self  Range:  Self 

spell's duration.

 You seek your  You your god's counsel. counsel. Ask the GM up to three yes or no questions. The GM truthfully answers "yes" or "no" to each. If you cast this spell more than once in 24 hours, treat a failed spellcasting check for it as a critical failure, instead. 61

   

CREATE UNDEAD

DETECT MAGIC

Tier 5, wizard

Tier 1, wizard

Duration: 1 Duration:  1 day

Duration: Concentration Duration:  Concentration

Range: Close Range:  Close

Range: Near Range:  Near

 You conjure  You conjure a vengeful vengeful undead creature to do your bidding.

 You can sense the  You the presence of magic within near range for the spell's duration. Complete barriers such as walls and doors block this spell.

When you cast this spell, you choose to summon either a wight or wraith. It appears next to you and is under your control.

DETECT THOUGHTS

The undead creature acts on

Tier 2, wizard

 your turn. turn. After 1 day, day, it melts melts away into smoke.

Duration: Concentration Range: Near

CURE WOUNDS Tier 1, cleric

 You peer into the mind of one  You one creature you can see within the spell’s range.

Duration: Instant Duration:  Instant Range: Close Range:  Close

Each round, you learn the target’s immediate thoughts.

 Your  Y our touch restor restores es ebbing life. Roll a number of d6s equal to half your level rounded down (minimum 1). One target you touch regains that many hit points.

 “

62

On its turn, the target makes a Wisdom check opposed by your last spellcasting check. If the target succeeds, it notices your presence in its mind and the spell ends.

Magic is simply the art of doing and undoing.    " -Creeg, human wizard

 

DISINTEGRATE

DIVINATION

Tier 5, wizard

Tier 4, wizard

Duration: Instant Duration:  Instant

Duration: Instant

Range: Far

Range: Self 

A green ray shoots from f rom your

 You throw  You throw the divining bones bones or peer into the blackness between the stars, seeking a portent.

nger and turns a creature or

object into ash. A creature dies if its HD are less than or equal to half your level rounded down (minimum 1). Otherwise, it takes 3d8 damage.

 You can ask the  You the GM one yes yes or no question. The GM truthfully answers "yes" or "no." If you cast this spell more than

A non-magical object up to the size of a large tree is destroyed.

DIMENSION DOOR Tier 4, wizard

Duration: Instant Duration:  Instant Range: Self  Range:  Self 

once in 24 hours, treat a failed spellcasting check for it as a critical failure, instead.

DIVINE VENGEANCE Tier 5, cleric

Duration: 10 Duration:  10 rounds Range: Self  Range:  Self 

 You teleport  You teleport yourself and up to one other willing creature to any point you can see.

 You become the  You the divine avatar avatar of your god's wrath, wreathed in holy ames or a black aura of

DISPEL MAGIC

smoldering corruption.

Tier 3, wizard

For the spell's duration, you

Duration: Instant

can y a near distance, your

Range: Near Range:  Near End one spell that affects one creature you can see in range.

weapons are magical, and you have a +3 bonus to your weapon attacks and damage. 63

 

DOMINION

FEATHER FALL

Tier 5, cleric

Tier 1, wizard

Duration: 10 Duration:  10 rounds

Duration: Instant Duration:  Instant

Range: Close Range:  Close

Range: Self  Range:  Self 

 You  Y ou god sends beings beings to aid aid you.  You  You may make make an attem attempt pt to cast this spell when you fall. The beings must have a combined total of 16 hit dice or  Your  Y our rate of of descent slows slows so less. Chaotic characters summon that you land safely on your feet. demons, and lawful or neutral characters summon angels.

FIREBALL

The beings act on your turn of

Tier 3, wizard

their own will. After 1 hour, they return to the outer realms.

Duration: Instant Duration: Instant Range: Far Range:  Far

 You cannot cast  You cast this spell again again until you complete penance.

 You  Y ou hurl a small ame that erupts into a ery blast. All

creatures in a near radius of

FABRICATE

where the ame lands take 3d6

damage.

Tier 3, wizard

Duration: 10 rounds Duration: 10 Range: Near Range:  Near

Tier 2, wizard

This spell can't target creatures.

Duration: 5 Duration:  5 rounds

 You  Y ou turn a tree-sized tree-sized collection collection

Range: Close Range:  Close

of raw materials into a nished

An object you touch that weighs no more than 5 pounds

work. For example, you convert a pile of bricks or rocks into a bridge. The nished work

converts back to raw materials when the spell ends. 64

FIXED OBJECT

becomes xed in its current

location. It can support up to 5,000 pounds of weight for the duration of the spell.

 

FLAME STRIKE

GASEOUS FORM

Tier 4, cleric

Tier 3, wizard

Duration: Instant Duration:  Instant

Duration: 10 Duration:  10 rounds

Range: Far

Range: Self  Range:  Self 

 You  Y ou call down a holy pillar of re,

 You and your  You your gear turn turn into a cloud of smoke for the spell's duration.

immolating one creature you can see within range. The target takes 2d6 damage.

 You  Y ou can y and pass through

FLOATING DISK  Tier 1, wizard

Duration: 10 Duration:  10 rounds Range: Near Range:  Near  You  Y ou create a oating, circular

disk of force with a concave center. It can carry up to 20 item 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.

FLY  FL Y 

any gap that smoke could. You can sense the terrain and any movement around you out to a near distance.  You can't cast  You cast spells while in this form.

HEAL Tier 5, cleric

Duration: Instant Duration:  Instant Range: Close Range:  Close One creature you touch is healed to full hit points.

Tier 3, wizard

Duration: 5 rounds Range: Self 

 You cannot cast  You cast this spell again again until you complete a rest.

 Your feet lift from the ground,  Your and you take to the air like a hummingbird. You You can y for the

spell's duration and are able to hover in place.

65

 

HOLD MONSTER

HOLY HOL Y WEAPON WEAP ON

Tier 5, wizard

Tier 1, cleric

Duration: Concentration Duration:  Concentration

Duration: 5 Duration:  5 rounds

Range: Near Range:  Near

Range: Close Range:  Close

 You magically paraly  You paralyze ze one creature you can see within range for the spell's duration.

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.

HOLD PERSON Tier 2, wizard

Duration: Concentration Duration:  Concentration

ILLUSION Tier 3, wizard

Range: Near Range:  Near  You magically paraly  You paralyze ze one humanoid creature you can see within range for the spell's duration.

Duration:  Concentration Duration: Concentration Range: Far Range:  Far  You  Y ou create create a convincing convincing visual and audio illusion that lls up to

a near radius within range.

HOLD PORTAL Tier 1, wizard

Duration: 5 rounds Duration: 5 Range: Near Range:  Near

The illusion cannot cause harm, but creatures who believe the illusion is real react to it as though it were.

 You magically hold a portal  You A creature who inspects the closed for the duration. A illusion from afar must pass creature must make a successful a Wisdom check opposed by Strength check opposed by your  your last spellcasting spellcasting check check to last spellcasting check to open perceive the false nature of the the portal. illusion. The knock  spell   spell automatically overcomes this spell. 66

Touching the illusion also reveals its false nature.

 

INVISIBILITY 

 JUDGMENT

Tier 2, wizard

Tier 5, cleric

Duration: 10 Duration:  10 rounds

Duration: 5 Duration:  5 rounds

Range: Close Range:  Close

Range: Close Range:  Close

A creature you touch becomes invisible for the spell’s duration.

 You instantly banish  You banish a creature creature  you touch, touch, sending sending it and all possessions it carries to face the  judgment of of your god.

The spell ends if the target attacks or casts a spell.

When the creature returns in 5 rounds, it has been healed to full hit points if its deeds pleased  your god. god. It has been reduced reduced to to 1 hit point if its deeds angered  your god. god.  You can banish  You banish a creature creature whose hit dice are less than or equal to  your level. level.

KNOCK  Tier 2, wizard

Duration: Instant Duration:  Instant Range: Near 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. 67

 

LAY TO REST

LIGHTNING BOLT

Tier 3, cleric

Tier 3, wizard

Duration: Instant Duration:  Instant

Duration: Instant Duration:  Instant

Range: Close Range:  Close

Range: Far Range:  Far

 You  Y ou instantly send an undead undead afterlife, destroying it utterly.

 You shoot a blue-white  You blue-white ray ray of lightning from f rom your hands, hitting all creatures in a straight line out to a far distance.

 You can target  You target an undead undead creature whose hit dice are less than or equal to half your level rounded down (minimum 1).

Creatures struck by the lightning take 3d6 damage.

creature you touch to its nal

LEVITATE Tier 2, wizard

Duration: Concentration Duration:  Concentration Range: Self  Range:  Self   You  Y ou can oat a near distance

 vertically per round round on your your turn.  You  Y ou can also push push against solid solid objects to move horizontally.

LIGHT Tier 1, cleric, wizard

Duration: 1 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. 68

MAGE ARMOR Tier 1, wizard

Duration: 10 Duration:  10 rounds Range: Self  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 CIRCLE

MASS CURE

Tier 3, wizard

Tier 3, cleric

Duration: Concentration Duration:  Concentration

Duration: Instant Duration:  Instant

Range: Near Range:  Near

Range: Near Range:  Near

 You conjure  You conjure a circle of of glowing runes in a near radius around  yourself and and name a type type of creature (for example, demons).

All allies within near range of  you regain regain 2d4 hit points.

For the spell’s duration, creatures of the chosen type cannot attack or cast a hostile spell on anyone inside the circle.

Tier 2, wizard

The chosen creatures also can’t possess, compel, or beguile anyone inside the circle.

 You create  You create a number of illusory illusory duplicates of yourself equal to half your level rounded down (minimum 1). The duplicates surround you and mimic you.

MAGIC MISSILE Tier 1, wizard

Duration: Instant Duration:  Instant Range: Far  You have  You have advantage advantage on your your roll to cast this spell. A glowing bolt of force streaks f rom your open hand, dealing 1d4 damage to one target.

MIRROR IMAGE Duration: 5 Duration:  5 rounds Range: Self  Range:  Self 

Each time a creature attacks  you, the attack attack misses misses and causes one of the duplicates to evaporate. If all of the illusions have disappeared, the spell ends.

MISTY STEP Tier 2, wizard

Duration: Instant Range: Self  In a puff of smoke, near distance to anyou areateleport you cana see. 69

 

PASSWALL

PLANE SHIFT

Tier 4, wizard

Tier 5, cleric, wizard

Duration: 5 Duration:  5 rounds

Duration: Instant Duration:  Instant

Range: Close Range:  Close

Range: Close Range:  Close

A tunnel of your height opens in a barrier you touch and lasts for the duration. The passage can be up to near distance in length and must be in a straight line.

 You fold space  You space and time, transporting yourself and all willing creatures within close range to a location on another plane of your choice.

Tier 4, cleric

Unless you have been to your intended location before, you appear in a random place on the

Duration: Concentration Duration:  Concentration

destination plane.

PILLAR OF SALT

Range: Near Range:  Near A creature you target turns into a statue made of hardened salt.  You can target  You target a creature creature whose hit dice are less than or equal to half your level rounded down (minimum 1). If you successfully concentrate on this spell for 3 rounds in a row, the transformation becomes permanent.

70

 

POLYMORPH

POWER WORD KILL

Tier 4, wizard

Tier 5, wizard

Duration: 10 Duration:  10 rounds

Duration: Instant Duration:  Instant

Range: Touch Range:  Touch

Range: Near Range:  Near

 You transform  You transform a creature creature you you touch into another natural creature you choose of equal or smaller size. Any gear the target carries melds into its new form.

 You utter  You utter the Word Word of Doom. Doom. One creature you target with 9 HD or less dies if it hears you.

The target gains the creature's hit points, armor class, and attacks, but retains its intellect. If the target goes to 0 hit points, it reverts to its true form at half its prior hit points.

Treat a failed spellcasting check for this spell as a critical failure, and roll the mishap with disadvantage.

PRISMATIC PRISMA TIC ORB Tier 5, wizard

Duration: Instant Duration:  Instant Range: Far Range:  Far

 You can target  You target any willing willing creature with this spell, or an unwilling creature whose hit dice are less than or equal to

 You send a strobing  You strobing orb of energy streaking toward a target within range.

half your level rounded down (minimum 1).

Choose an energy type from re, cold, or electricity. The orb

deals 2d8 damage and delivers a concussive blast of the chosen energy type. If the energy type is anathema to the target's existence (for example, cold energy against a re efreeti), the orb deals double damage to it, instead. 71

 

PROPHECY  Tier 5, cleric

PROTECTION FROM EVIL

Duration: Instant Duration:  Instant

Tier 1, cleric, wizard

Range: Self  Range:  Self 

Duration: Concentration Duration:  Concentration Range: Self  Range:  Self 

 You commune  You commune directly with with your god for guidance. Ask the GM one question. The GM answers the question truthfully using the knowledg knowledge e  your god god possesses. Deities are are mighty, but not omniscient.

 You cannot cast  You cast this spell again again until you complete penance.

PROTECTION FROM ENERGY  Tier 3, wizard

Duration: Concentration Duration:  Concentration Range: Close One creature you touch becomes impervious to the wild fury of the elements. Choose re, cold, or electricty.

For the spell's duration, the target is immune to harm harm from f rom energy of the chosen type.

72

For the spell’s duration, chaotic beings have disadvantage on attack rolls and hostile spellcasting checks against you. These beings also can’t possess, compel, or beguile you.

 

REBUKE UNHOLY 

RESILIENT SPHERE

Tier 3, cleric

Tier 4, wizard

Duration: Instant Duration:  Instant

Duration: 5 Duration:  5 rounds

Range: Far Range:  Far

Range: Close Range:  Close

 You rebuke  You rebuke creatures creatures who oppose your alignment, forcing

 You conjure  You conjure a weightless, weightless, glassy sphere around you that extends out to close range.

them to ee. You must present a

holy symbol to cast this spell. For the spell's duration, nothing can pass through or crush the sphere.

If you are lawful or neutral, this spell affects demons, devils, and ousiders. If you are chaotic, this spell affects angels and natural

 You  Y ou can roll the the sphere a near near

creatures of the wild.

distance on your turn.

Affected creatures within range must make a Charisma check opposed by your spellcasting check. If a creature fails, it ees

for 5 rounds and cannot come within near of you during that time. If it fails by 10 or more points, it is destroyed.

REGENERATE

RESTORATION Tier 3, cleric

Tier 4, cleric

Duration: Instant Duration:  Instant

Duration: 5 Duration:  5 rounds

Range: Close Range:  Close

Range: Close Range:  Close

With the touch of your hands,  you expunge expunge curses and and illnesses. One curse, illness, or

A creature you touch regains 1d4 hit points This on your the duration. spellturn alsofor regrows lost body parts.

afiction of your choice affecting

the target creature ends. 73

 

SCRYING Tier 5, wizard

Duration: Concentration Duration:  Concentration Range: Self  Range:  Self   You  Y ou look into into a crystal ball ball

or reecting pool, calling up

images of a distant place.

SHAPECHANGE Tier 5, wizard

For the spell's duration, you can can see and hear a creature or location you choose that is on the same plane. This spell is DC 18 to cast if  you try to to scry on a creature creature or location that is unfamiliar to you.

Duration: Concentration Duration:  Concentration Range: Self  Range:  Self   You transform  You transform yourself yourself and any gear you carry into another natural creature you've seen with 10 hit dice or less. You gain the creature's hit points, armor class, and attacks, but retain  your intellect. intellect.

Each round, creatures you  view may may make make a Wisdom If you go to 0 hit points while check opposed by your last spellcasting check. On a success, under the effects of this spell,  you revert revert to your your true form at 1 they become aware of your magical observation.

SENDING

hit point.

SHIELD OF FAITH

Tier 3, wizard

Tier 1, cleric

Duration: Instant Duration:  Instant

Duration: 5 Duration:  5 rounds

Range: Unlimited Range:  Unlimited

Range: Self  Range:  Self 

 You  Y ou send a brief, brief, mental

A protective force wrought of

message to any creature with whom you are familiar who is on the same plane.

 your holy convictio conviction n surrounds  you. You You gain a +2 +2 bonus to to your armor class for the duration.

74

 

SILENCE

SPEAK WITH DEAD

Tier 2, wizard

Tier 3, cleric, wizard

Duration: Concentration Duration:  Concentration

Duration: Instant Duration:  Instant

Range: Far Range:  Far

Range: Close Range:  Close

 You magically mute sound  You sound in a near area within the spell’s range. Creatures inside the area are deafened, and any sounds they create cannot be heard.

A dead body you touch answers  your questions questions in a distant, distant, wheezing voice.

SLEEP

 You can ask the  You the dead body body up to three yes or no questions (one at a time). The GM truthfully answers "yes" or "no" to each.

Tier 1, wizard

Duration: Instant Duration:  Instant Range: Near Range:  Near  You weave  You weave a lulling enchantment. Choose a nearsized area within range. Living creatures in the area who have 2 hit dice or less fall asleep.

If you cast this spell more than once in 24 hours, treat a failed spellcasting check for it as a critical failure, instead.

Damaging or shaking a creature awakens it.

STONESKIN SMITE Tier 2, cleric

Duration: Instant Duration:  Instant Range: Near Range:  Near  You  Y ou call down punishing ames

on a creature you can see within range. It takes 1d6 damage.

Tier 4, wizard

Duration: 10 Duration:  10 rounds Range: Self  Range:  Self   Your  Y our skin becomes becomes like granite. granite. For the spell's duration, your armor class becomes 17 (20 on a critical spellcasting check). 75

 

SUMMON EXTRAPLANAR

TELEPORT Tier 5, wizard

Tier 5, wizard

Duration: Instant Duration:  Instant

Duration: Concentration Duration:  Concentration

Range: Close Range:  Close

Range: Close Range:  Close  You reach  You reach into the the outer planes, planes, summoning forth a creature.  You summon an elemental  You or outsider with 7 hit dice or less. The creature is under your control and acts on your turn.

 You and any willing creatures  You creatures  you choose choose within close close range teleport to a location you specify on your same plane.  You can travel  You travel to a known known teleportation sigil or to a location  you've  you'v e been before. before. Otherwise,  you have have a 50% chance chance of

If you lose concentration on this spell, you lose control of the creature and it becomes hostile toward you and your allies.

arriving off-target.

 You must pass  You pass a spellcasting check on your turn to return the creature to the outer planes.

Duration: Instant

TURN UNDEAD Tier 1, cleric

Range: Far Range:  Far  You  Y ou rebuke rebuke undead creature creatures, s, forcing them to ee. You must

TELEKINESIS Tier 4, wizard

Duration: Concentration Duration:  Concentration Range: Far Range:  Far  You lift a creature  You creature or object object with  your mind. mind. Choose a target target that weights 1,000 pounds or less.  Y  You can move itand move a near nehold ar distance inou any direction it in place. 76

present a holy symbol to cast this spell. Undead creatures within range must make a Charisma check opposed by your spellcasting check. If a creature fails, it ees

for 5 rounds and cannot come within ofby you that time. Ifnear it fails 10during or more points, it is destroyed.

 

WALL OF FORCE

WISH

Tier 4, wizard

Tier 5, wizard

Duration: 5 Duration:  5 rounds

Duration: Instant Duration:  Instant

Range: Near Range:  Near

Range: Self  Range:  Self 

 You lift your hands,  You hands, conjuring conjuring a transparent wall of force.

This mighty spell alters reality.

The thin wall must be contiguous and can cover a near-sized area in width and length. You choose its shape.

Make a single wish, stating it as exactly as possible. Your wish occurs, as interpreted by the GM.

Nothing on the same plane can

Treat a failed spellcasting check for this spell as a critical failure, and roll the mishap with

physically pass through the wall.

disadvantage.

WEB

WRATH

Tier 2, wizard

Tier 4, cleric

Duration: 5 Duration:  5 rounds

Duration: 10 rounds

Range: Far Range:  Far

Range: Self 

 You create  You create a near-sized near-sized cube 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 opposed by your spellcasting check check to free f ree itself.

One of your weapons becomes magical and deals an additional 1d8 damage for the duration.

ZONE OF TRUTH Tier 2, cleric

Duration: Concentration Duration:  Concentration Range: Near  You compel  You compel a creature creature you can can see to speak truth. It can’t utter a deliberate deliberat e lie while within range. 77

 

 

 Gameplay

The Shadowdark is like a sleeping bear. Only go near it if you have a 10-foot pole and are prepared to die.

79

 

C

reeg lifted his guttering torch high. The light danced over the stone door looming before him. A carved demon’s face leered down from the portal's moldering surface, fangs bared. “You’re sure it’s safe?” he

whispered to Ralina, who stood two paces behind him. She crouched forward on her toes, poised to leap aside.

Icy fear stabbed into Creeg's guts. No time. He sucked in a breath and pushed on the door with all his strength, halfexpecting some hidden scythe or stone block to crash down on him. But the portal rumbled open, and no scythe or stone block fell. Beyond the threshold, heaps and piles of gold and jewels glittered in the torchlight like a thousand spider eyes.

“I checked it twice,”

she said. “No traps. The

“Jiraal’s Hoard,” Creeg

demon’s just for decor.” de cor.”

whispered, eyes wide. “The story was true!”

Creeg raised an eyebrow. “Then why are you

“We need you, wizard!”

standing like the oor's about to drop away?”

Ralina cried.

 Jorbin’s deep voice cut in from f rom the edge of the the torchlight. “No time! They’ve caught our trail!”

Creeg spun to see a mob of slavering, grey-skinned ghouls lurching from the darkness, tongues lashing and claws seeking blood.

A chorus of inhuman

A gust of wind caught

screams tore through the cavern.

the torch, and it waver wavered, ed, threatening to to go out.... out... .

80

 

Adventuring CRAWLERS

Do you see a suit of armor in an alcove? Maybe you lift the helm's

Those who dare theShadowdark lost halls and caverns of the are called by many names. Crawlers, delvers, explorers, adventurers, treasure hunters.

 vizor and make make sure sure nothing is looking back at you.

In this chapter, you'll learn how to crawl with the best of them. Whether you're exploring a lightless barrow mound or the Shrouded Forest of Eld, the rules herein will guide you.

OUTSIDE THE SHEET The rst step to crawling

is understanding your environment and imagining an action you want to take. Don't simply scour your character sheet for ideas and options! Your crawling career depends on your ability to "think outside the sheet." Imagine what you would really do if you were in your character's situation.

Do you hear faint voices behind a rotting, wooden door? Maybe  you creep creep up and press press your ear against it to hear what's happening on the other side. Is a band of orcs chasing you and your companions down a hallway? Maybe tearing the decrepit tapestries tapestries from f rom the walls will hamper their pursuit. None of the above ideas are listed on a character sheet. Although you should use your abilities, spells, gear, and talents, don't limit yourself only to those.

ONWARD! The next sections detail the core rules of Shadow  Shadowdark dark RPG. RPG. Armed with your dice and your wits, you're ready to learn the legendary art of crawling. Stride boldly into the darkness! 81

Rolling the Dice

 

 ADVANTAG  ADVA NTAGE E

CANCELING

When you have advantage on a roll, it means you're in a strong position to succeed.

If you have both disadvantage onadvantage a roll, they and cancel each other out.

For example, you might be attacking attack ing from f rom the high ground, or you might have just failed at a task and now have insight into how to succeed if you try again.

NATURAL 20

To roll with advantage, roll the same die twice and use the better bett er result.

When a d20 die roll shows a 20, what you're doing succeeds to  your maximum maximum capacity capacity.. An attack roll automatically hits and is a critical hit (see Damage on pg. 93). 93).

NATURAL 1 DISADVANTAGE When you have disadvantage on a roll, it means you're in a strong position to fail. For example, you might be trying to strike an enemy while blinded by sand, or navigating a maze while confused by disorienting poison. To roll with disadvantage, roll the same die twice and use the worse result.

82

When a d20 die roll shows a 1, what you're doing fails to your maximum capacity. An attack roll automatically misses and might even strike an ally.

THE D6 DECIDER If there's a random chance for an outcome, such as whether a dropped torch goes out, the GM calls for a d6 roll. A 1-3 results in the worse outcome for the players, and a 4-6 results in the players, better one.

 

Luck Tokens Sometimes the GM awards a luck token to token to a player for exceptional roleplaying, heroism, or just plain coolness. Each player can only have one luck token at a time.  You can cash in a luck token  You token to to reroll any roll you just made. You must use the new result.  You can also give  You give your your luck token to a companion.

HOW MANY TO GIVE? The GM might award 3-5 luck tokens per character during a session with a pulpy, heroic feel. Alternatively, the GM might only give out 1 luck token per character during a game session that is grim, difcult, and dark. Big sacrices, moving speeches,

or incredibly daring maneuvers might be worthy of a luck token, whether or not the character's action was successful. 83

Ability Scores

 

Certain tasks fall under specic

ability scores. The following examples illustrate common uses for each ability.

CONSTITUTION • Holding your breath underwater • Withstanding intense pain

STRENGTH • Smashing open locked doors • Bending the bars bars of a prison prison cell or sewer grate • Lifting a large rock overhead • Stopping a runaway ship's helm from spinning

DEXTERITY  • Diving awa away y from a trap trap that that ings a hail of needles

• Disabling a tripwire tripwire without activating it • Scaling a sheer sheer castle castle wall wall • Fooling onlookers with sleight of hand tricks

• Resisting the effects of poison

INTELLIGENCE • Giving rst aid to a dying character • Recalling the path through a twisting maze • Finding food and water sources in the wilderness

WISDOM • Spotting a well-hidden enemy • Determining Determining the direction of a faint noise or smell • Deciphering the sounds on the other side of a door

CHARISMA  • Performing ventriloquis ventriloquism m • Applying a disguise • Rallying allies who are terried by a monster

84

 

Making Checks WHEN TO ROLL?

DIFFICULTY CLASS

Usually, you succeed at what  you'r  you're e trained to do without to needing to roll a check.

The four standard DCs represent how difcult an action is.

For example, a wizard is always able to read magical runes, and

Easy, DC 9. Leaping 9. Leaping a narrow chasm, sneaking up on an inattentive guard.

a thief always nds a trap if

searching in the right area.

Normal, DC 12. Kicking 12. Kicking open a stuck door, picking a poor lock.

If you the or time to scana the sky fortake threats examine stretch of wall for a secret door,  you simply simply succeed. succeed.

Hard, DC 15. Swimming 15. Swimming against

Social encounters usually encounters usually rely on what you say rather than Charisma checks. Narrating a moving speech or using secret

Extreme, DC 18. Climbing 18. Climbing a slippery cliff one-handed, restraining a frenzied f renzied lion.

information you gathered to

OPPOSED CHECKS

inuence an NPC does not

require a check to succeed. The GM asks for a check when the following is true: • The action has a negative consequence for consequence  for failure • The action requires skill • There is time pressure

a strong current, giving rst aid

to stop a character character f rom dying.

If two or more creatures are working against each other on a conicting task, an opposed

check determines who wins. To make an opposed check, each participant rolls one relevant ability check on their turn. The highest result at the end of the round wins (reroll ties). 85

Time

 

REAL TIME

TIME PASSES

Time in theit's game world at thepasses same pace passing in the real world. One minute or hour of game time is equal to one minute or hour in real time.

Every moment game for doesn't have to in bethe accounted in real time.

This matters for tracking light sources, because most light sources only last for one hour of real time. If you can't track real time in  your game, game, assume one hour is equal to 10 rounds.

TURNS AND ROUNDS A turn turn is  is a player's moment to describe what their character does to the GM. Players act one by one on each of their turns. Some turns need a bit of room to breathe. A character who is speaking with someone can make a few reasonable exchanges back and forth. A round round completes  completes when each person has taken one turn. 86

For example, if the characters want to spend 10 minutes examining a room from top to bottom, the GM and players can agree that time passes. When time passes, the GM and players move any timers down by that amount. Minutes Pass. Minutes  Pass. Effects  Effects with a duration of rounds expire. The GM rolls one random encounter check that occurs on a 1-3 on a d6 while time is passing. Hours/Days  Pass. Hours/Days  Pass. Effects  Effects with a duration shorter than the time passed expire. The GM uses overland travel rules to check for encounters that occur while time is passing (see pg. 94).

After resolving encounters, the game world fast-forwards to the new point in time.

 

Turn Order  ROLL INITIATIVE!

GM TURN

 Shadowdark  Shadow dark RPG  RPG 

 is played in turn order right from the start.

1. The GM down any timers notcounts tracked by players.

At the beginning of the game, the GM asks everyone to roll for initiative initiative.. Everyone rolls a d20 and adds their Dexterity

2. The GM checks for a random encounter, if needed.

highest Dexterity modier of any

3. The GM takes actions and makes movements for any relevant creatures or

monsters, if relevant.

environmental effects.

The person who rolled the

4. The GM describes what the characters charact ers notice as a result of steps 1-3.

modier. The GM adds the

highest takes the rst turn, and

the turn order moves clockwise from that individual.

ENCOUNTERS PLAYER TURN 1. The player counts down any personal timers for spells and other effects. 2. The player takes an action and may move up to near (split up in any way). The player can move near again if skipping an action. 3. The GM describes what happens as a result of the player's turn.

An encounter occurs when a challenge presents itself that stops the characters' progress. An encounter could include a monster charging out of the darkness, a sinkhole breaking open in the ground, or a town guard halting the characters. The GM rolls for the chance of an encounter every few rounds depending on how dangerous the characters' environment is. 87

Crawling

 

Characters are in crawling rounds while rounds  while not in combat.

LIGHT SOURCES

THE SHADOWDARK 

Most last and for up to an light hour sources of real time illuminate a limited area.

The Shadowdark is any place where darkness, danger, and myth reign supreme. It could be among the crumbling ruins buried inside a

The initial light source sets the hourlong timer. Any other light sources lit during that hour use the initial source's timer.

forgotten mountain stronghold.

For example, a wizard creates the rst light source by casting

It could be within the spellwroughtt castle of an spellwrough undead sorcerer who probes the universe for arcane secrets.

light. Fifteen minutes later, a

It could be beneath the cursed trees where squirming abominations boil out of a black pit, pulping all in their path.

 VISIO  VIS ION N All characters need light to see, but that's not true for the darkness-adapted beings of the Shadowdark. Any area outside the characters' light sources is in total darkness. 88

thief lights a torch. Both light sources have 45 minutes left. Once the initial timer has ended (or all light sources have gone out), a new timer can begin. Having additional light sources provides more illumination but uses up resources faster.

TOTAL DARKNESS While in total darkness, a creature who is not darknessadapted has disadvantage on most tasks it tries to undertake, as determined by the GM.

 

MOVEMENT

CONDITIONS

Distances. Distances are broken Distances. Distances up into close close (5  (5 feet), near near (up  (up to 30 feet), and far far (within  (within sight during an encounter or scene).

Some effects impose a condition on a character, such as blindess from a blast of fungal spores or the inability to move while tangled in a giant spider web.

Swimming. Make a Strength Swimming. Make check to swim or a Constitution check to hold your breath. If you fail, you take 1d6 damage each round until you exit the hazard. Falling. You Falling. Y ou take take 1d6 damage for every 10 feet you fall. Moving Through. You Through. You can move f reely through allies who allow allow it.  You  Y ou must pass pass a Dexterity Dexterity check check to move through enemies.

REGROUP

Advantage and disadvantage apply to most situations, as does common sense. For example, a blinded character has disadvantage on tasks requiring sight, and a character stuck in a giant spider web can't move until freed.

 ACTIO  ACT IONS NS While crawling, characters can take actions that might include:

Characters sometimes get stuck trying to catch up with each other while exploring exploring..

• Prying a gem f rom a statue

During crawling rounds, the GM can ask the players if they want to regroup regroup.. To regroup, any characters within eyesight or earshot of each other who are able to move freely may immediately move within near of each other. Then, initiative continues as normal.

• Swimming to to the bottom bottom of an oily pool of water

• Sneaking manticoreup on a slumbering

• Tapping on a suspici suspicious ous wall to check for a hidden door • Scanning a room for signs of hidden enemies • Giving a rousing speech to a group of fearful townsfolk 89

Resting

 

RESTING

DANGER LEVEL

Injured can rest to recover characters from their wounds. To rest, a character must consume a ration and sleep for 8 hours.

Characters can rest aanywhere, but doing so inside dungeon or perilous environment carries a high chance of failure due to the risk of a random encounter.

Sleep can be broken up for light and routine tasks, such as taking a turn on watch.

Interruption. Interruption. Each  Each interruption interrupt ion of rest stressful (including combat) requires an affected character to make a DC 12 Constitution check.

While the characters are resting in a dangerous environment, the Game Master checks for random encounters using the overland travel cadence: Unsafe. Check Unsafe.  Check every 3 hours. Risky. Check Risky.  Check every 2 hours.

On a failure, the character consumes a ration but gains no

Deadly. Check Deadly.  Check every hour.

benet from resting.

Success. A character who Success. A successfully rests regains all lost hit points. Additionally, some talents, spells, or items regain their ability to be used after a successful rest.

CAMPFIRE

In many cases, adventurers need a light source while resting. Characters can combine three torches into a campre that

can't be moved once lit.  A campre lasts up to 8 hours

while at least one character remains near to it, and it casts light out to a near distance. 90

 

Stealth and Surprise HIDING AND SNEAKING Creatures who are hiding or sneaking must succeed on Dexterity checks to go undetected by other creatures within eyesight or earshot. The GM determines the frequency and difculty

of the check based on the environment. The GM might secretly roll the check for a character if knowledge of the outcome impacts the situation. Hiding Limitations. Creatures Limitations. Creatures can't hide while other creatures are able to see them, even at a casual glance. It might also be impossible to hide if there's nowhere for a creature to stay out of sight.

DETECTING Detecting a hiding or searcher sneakingto creature requires the actively look or listen. Looking in the right place automatically reveals a hidden creature. creatur e. Otherwise, the searcher must succeed on a Wisdom check to perceive a hiding or sneaking creature.

SURPRISE A creature who begins its turn undetected has the advantage of surprise. If combat hasn't started yet, a creature with surprise takes one turn before the combat initiative roll (see Roll Initiative! on pg. 92). 92). During combat, a creature has advantage on attack rolls against creatures it surprises. A creature that attacks attacks from f rom hiding gives away its position afterwards unless the GM determines determ ines otherwise.

91

Combat

 

When a ght breaks out,

combat rounds begin! rounds begin!

DETERMINE SURPRISE The GM determines if any creatures are unaware of each other. A creature who surprises another takes one turn before a new initiative order is rolled.

 ACTIO  ACT IONS NS Melee Attack. Attack. Melee  Melee Roll attacks use melee weapons. 1d20 +  your Strength modier + talent

bonuses. You damage the target if your total is equal to or greater than its AC. Ranged Attack. Ranged Attack. Ranged attacks use ranged weapons. Roll 1d20 +  your Dexterity Dexterity modier + talent

ROLL INITIATIVE! After surprise turns, the GM calls for new initiative. Everyone makes a Dexterity check (the GM uses the highest Dexterity modier of any monsters).

The person with the highest

result takes the rst turn. Turns

go clockwise clockwise from f rom that person.

COMBAT TURNS Characters can take one action and move near on their turn, splitting up the movement however they want. Characters can move near again if they don't take an action. 92

bonuses. You damage the target if your total is equal to or greater than its AC. Cast A Spell. Casting Spell. Casting a spell takes one action (see Spellcasting on pg. 48 for 48 for details). Improvise. Do an improvised action, such as swinging across a ravine on a vine. The GM might determine it requires an ability check or attack roll. Multitask. Characters can Multitask. Characters do minor, parallel tasks on their turns, such as yelling a

command or quafng a potion.

This doesn't use their action.

 

DAMAGE

MORALE

When you wound a target with an attack or spell, roll  your weapon weapon or or spell's damage dice + talent bonuses. The GM subtracts that amount amount from f rom the target's hit points.

Enemies who are reduced to half their ranks (or half their hit points for a solo enemy) ee ee if  if they fail a DC 15 Wisdom check. For large enemy groups, the GM makes one check using the leader's Wisdom modier.

Knockout. You can choose to Knockout. You knock a creature unconscious instead of killing it if you reduce it to 0 hit points. Critical Hit. You Hit. You deal a critical hit if you roll a natural 20 on an attack roll or spellcasting check.

DEATH A character who goes to 0 hit points falls unconscious and is dying. Death Timer. The Timer. The character rolls 1d4 + their Constitution modier

For a weapon weapon,, double its damage dice on the attack. For a spell,, you may double one of its spell numerical effects (see pg. 49). 49).

TERRAIN Attacking or casting a spell on a creature that is hiding at least half its body behind interposing terrain has disadvantage. If you can't see a creature at all due to terrain, you can't target it. Creatures can only move half the normal distance through terrain that hampers free f ree movement, movement, such as ice or deep mud.

(minimum 1 total) on their turn. They die in that many rounds unless healed or stabilized. On each of the character's subsequent turns, the player rolls a d20. On a natural 20, the character charact er rises with 1 hit point. Stabilize. An Stabilize.  An intelligent being can give rst aid to a dying

creature at close range. On a successful DC 15 Intellige Intelligence nce check, the target is unconscious but is no longer dying. Death. A character who perishes Death. A is retired from the game. 93

Overland Travel

 

The world is still perilous for fortune-seekers outside the

WAYS TO TRAVEL

gloomy Shadowdark. When traveling overland, these rules add to the crawling rules.

Walking Walking characters  characters can cross one 6-mile hex of relatively

TURNS AND TIME The game moves in initiative order as normal while traveling overland. However, groups often travel in chunks of movement that comprise several hours. Check for random encounters  encounters  using the following cadence during overland travel: Unsafe. Check Unsafe.  Check every 3 hours. Risky. Check Risky.  Check every 2 hours. Deadly. Check Deadly.  Check every hour.

LIGHT Unless the characters are traveling trav eling at night, light is less of a concern. If needed, determine how much time remains on the current light source by rolling 1d6 x 10 minutes. 94

at, open terrain in four hours.

Characters on mounts mounts can  can cross that same hex in two hours. Difcult terrai terrain n can double or triple the required travel time. Characters can travel up to 12 hours a day. They must

pass an increasingly difcult

Constitution check each additional hour to continue.

NAVIGATION Characters in unfamiliar territory must have their navigator make an Intelligence check (usually DC 12) when they exit a hex. On a failure, the group moves into a random, adjacent hex.

FOOD AND AN D WATER WATER Characters can go three days without consuming a ration. Each day after that, they take 1d8 damage that can't be healed until they consume a ration.

Downtime

 

Between adventures, you can choose to undertake one

LEARNING

downtime activity.

 Y  Your charact er may wish to learn learn aour newcharacter skill during downtime.

CAROUSING

In order to learn a new skill, you

Carousing is a way for you to convert the coin you've earned

must nd a capable instructor

who is willing to teach you.

into XP and other benets.

 You'll  Y ou'll likely come out of of a carousing event with new NPC contact, whether friend or foe.  You  Y ou might even even acquire acquire a new magic item if you're bold and lucky enough. Carousing can last for several days of in-game time, so the GM will use the Time Passes rule (pg. (pg.   86)) as needed. 86 If you want to play out a gambling scene in detail, you can use the Wizards and Thieves game on pg. 98 to 98 to determine who wins a bet and how many  valuables  valuab les change hands. hands.

 You can't typically  You typically learn learn another class's or race's unique talents, but you can learn auxiliary skills. Examples include a new language, or how to ride a sandworm using a harness. Learning enables you to do new actions or gives you advantage on certain checks.

Work withcan thetry GMtotolearn. determine what you Then, make an extreme (DC 18) Intelligence check. If you succeed,, you learn the new skill. succeed If you fail fail,, you can try again as  your next next downtime downtime activity, activity, this time lowering the difculty of

See pg. 96 for 96 for more details on carousing.

the Intelligence check by one step. 95

Carousing

 

When you return from the Shadowdark, you can carouse to

OUTCOMES

celebrate your heroic exploits.

Each gains along the XPwith notedcharacter for their result any other ill or positive effects.

To carouse, each participant pitches in for the cost of the activity. Then, each participant rolls 1d8 + the event's bonus to determine their own outcome.

If the group decides to play out the results of an individual roll, the entire carousing group is usually present for the events.

CAROUSING EVENT Cost

Event

30 gp

A worthy night of drinking and dancing

+0

100 gp

A full day and night of revelry, gambling, and reenacting your exploits

+1

300 gp

Two days of crawling dozens of taverns to sing, buy rounds, and celebrate

+2

600 gp

 A three-day voyage into the nest food,

Bonus

+3

drink, and gambling you can nd

900 gp

A hazy, weeklong bender that runs multiple well-known taverns dry

+4

1,200 gp

A spirited fete lasting ten days that attracts dozens of revelers and takes over an entire district

+5

1,800 gp

Two legendary weeks of drinking and debauchery throughout the city. It attracts hundreds of celebrants, including famous nobles and bards, and the streets run red with wine

+6

96

 

CAROUSING OUTCOME d8 1

Outcome

 

You wake up blearily in your bed

Benet Gain 2 XP

 You're  Y ou're locked locked in the stocks stocks for for 1d4 2

days and ned for all your wealth for

Gain 2 XP

setting a building on re

3

 You wake  You wake up in a gutter gutter with 50% of  your wealth wealth missing

Gain 3 XP

4

 You hazily remember  You remember donating donating 40% of your wealth to a charming priest

Gain 3 XP and a cleric ally of a minor deity

 You're  Y ou're ned 30% of your wealth wealth after

Gain 3 XP and be barred from f rom a tavern tavern

5

instigating a full-tavern brawl

6

The Thieves' Guild bilked you in a rigged bet for 20% of your wealth

Gain 4 XP

7

 You led an entire  You entire tavern tavern in a wildly insulting song about a disliked noble

Gain 4 XP and a famous bard ally

8

 You survived a blindfolded  You blindfolded knifeknifethrowing demonstration unscathed

Gain 4 XP and a luck token

9

By talent or trickery, you beat a rival adventurer in an honor duel

Gain 5 XP and a loyal new NPC ally

10

An angry wizard cast a deadly spell at Gain 5 XP and a luck  you, but you reected it off your cup token

11

 You performed a humiliating prank  You on a despised, corrupt merchant

Gain 5 XP and an ally in the City Watch

12

 You defeated  You defeated a noble in a highly highly wagered drinking contest

Gain 5 XP and a debt owed by the noble

13

 You pulled off an ill-advised  You ill-advised heist inside a feared sorcerer's tower

Gain a fabulous item and its XP from your level's treasure table

 You  Y ou wake wake up deep inside the the local

Gain a legendary

rulers' dwelling holding one of their priceless family heirlooms. Footsteps approach

item and its XP from f rom  your level's level's treasure treasure table, if you escape

14

97

Wizards and Thieves

 

In smoky gambling dens, raucous taverns, and dim back

GAMEPLAY 

alleys, the clatter of dice signals a game of Wizards and Thieves.

wizard  The active player declares or thief   before  before rolling 3d6.

Wizards and Thieves is a fastpaced betting game beloved by gamblers of all stripes. Use it when you want to to play out a wager with a more complex system than abilty checks allow.

Declared thief, rolled majority thieves: The active player takes coins from f rom the pot equal to the lowest remaining die after cancellations. The active player

goes again.

To begin, the players agree to a number of coins each will bring to the game (typically 20). Each player adds 6 coins to the pot.

Declared thief, rolled majority wizards: The wizards:  The active player adds coins to the pot equal to the lowest remaining die after cancellations. Play passes to the next player.

All players roll 3d6. The player

Declared wizard, rolled majority

with the highest result becomes the active player. player. Gameplay moves clockwise from that person as the active player changes.

wizards: Everyone but the active wizards: Everyone player adds coins to the pot equal to the lowest remaining die after cancellations. The active player goes again.

Rolls of wizards wizards (6s)  (6s) and thieves thieves   (1s) cancel each other out on a one-to-one basis when

Declared wizard, rolled majority thieves: The thieves:  The active player adds coins to the pot equal to the

determining majorities (see Gameplay).

lowest remaining die after cancellations. Play passes to next player.

TO START

98

   

No wizard or thief majority: Play majority: Play passes to the next player.

LOW STAKES d4

Rolled 3 wizards: The wizards: The active player takes the whole pot. The game ends. Rolled 3 thieves: The thieves: The pot is split evenly among all the remaining players except the active player. The active player gets any remainder that doesn’t divide evenly, a result called “honor among thieves.” The game ends.

THE GAME ENDS

1

Copper

2

Single drinks

3

Bragging rights

4

Minor baubles

MID STAKES d4

If all but one player loses their last coin, the pot to the player whose turngoes it would have been after the last roll. The game's winner is the person who ends with the most coins.

Played For...

1

Gold

2

Drink rounds

3

A sworn favor owed

4

A personal trophy

The game ends when the pot reaches 0. If a player runs out of coins, that player is out of the game.

Played For...

HIGH STAKES d4

Played For...

1

Jewelry

2

Finest drink in the city

3

 A nger off your hand

4

An irreplaceable item

EPIC STAKES d4

Played For...

1

Diamonds

2

Rarest drink in world

3

Your life

4

A magic item 99

 Example of Play 

 

In this gameplay example, a group of 1st-level crawlers are

GM: The stone door in front of  you is about about six feet tall and and

exploring a damp tomb they discovered beneath the ruins of Bittermold Keep.

covered in slimy chunks of moss. PC (Iraga): I'm (Iraga): I'm holding my torch up so Jorbin can see.

The players are playing Jorbin playing Jorbin   (dwarf ghter), Ralina (haling thief), Iraga Iraga (half-orc  (half-orc cleric), and Creeg (human Creeg  (human wizard).

PC (Jorbin): Thanks, (Jorbin): Thanks, Iraga. No time to waste — I'm going to kick the door wide open!

For more gameplay demos, visit  youtube.com/  youtube .com/thearca thearcanelibrary nelibrary..

PC (Ralina): So (Ralina): So much for a stealthy entrance...

GM: Alright, crawlers. Let's start GM: Alright, off with a roll for initiative!

GM: Give me a hard Strength GM: Give check, Jorbin. You get advantage because of your Grit talent.

Everyone rolls a d20 and adds their Dexterity modier. The

 Jorbin rolls two d20s, and the

GM doesn't add anything since

highest one shows a 14. With his

there are no active monsters.

Strength modier of +3, he has a total of 17, beating the DC of 15.

GM: Did GM:  Did anyone beat my 14? PC (Jorbin): I (Jorbin): I did! I got an 18.

PC (Jorbin): Success! (Jorbin): Success! I knock that thing off its moldy hinges! Alright, that's my turn.

GM: Then you're up rst, Jorbin. We're going clockwise from you, so Ralina, you're on deck.

The GM secretly makes a

PC (Jorbin): How (Jorbin): How big is the door?

the noise, but rolls a 3 on the d6. No encounter for now.

100

random encounter check due to

 

GM: You're GM:  You're up, Ralina.

Everyone rolls a d20 and adds their Dexterity modier.

PC (Ralina): I (Ralina): I peek my head in past the door. Do I see anything dangerous... or valuable?

GM: Woohoo, natural 20! None of GM: Woohoo,  you beat beat that, so I'm I'm up.

GM: You GM:  You see a circular chamber

PC (Creeg): We (Creeg): We are so dead.

torch sconces line the walls, and a shallow pool of green, murky water stands at the center.

GM: Iraga, one tendril whips out GM: Iraga, at you. Let's see, an 11 on the d20 plus its attack bonus of +3... What's your armor class?

with a cracked, stone oor. Rusty

PC (Ralina): Ew. (Ralina): Ew. I'll tiptoe into the room around the pool. Is there anything unusual about it? GM: Now that you asked, you GM: Now notice the water trembling and wobbling, almost like a jelly rather than a liquid. PC (Ralina): Weird! (Ralina): Weird! I prepare to jump out of the way if something comes out of it. Iraga,  you're tougher than  you're than me — do  you want want to check out out the pond? PC (Iraga): Denitely! I step into the room and free f ree up my sword sword hand by placing the torch in one of the old sconces. Then I draw my blade and prod the water.

PC (Iraga): It's (Iraga): It's 16! I'm safe!

GM: Ralina, a second tendril GM: Ralina, lashes out at you, but with disadvantage because you prepared to jump out of the way. A natural 4 on the lowest d20 — surely a miss, since that's only a 7 total. Creeg, it's your turn! PC (Creeg): Not (Creeg): Not a moment too soon. I hobble into the chamber and point my ngers at the

pool, chanting the words of my favorite spell. Burning hands!  Creeg rolls a DC 11 spellcasting check and gets a total of 18.

PC (Creeg): Got (Creeg): Got it! Take [rolls a GM: A long, slimy tendril lashes GM: A back at you! Combat initiative!

d6] 4 d6]  4 damage, you lthy pond

scum. That's my turn!

101

 

PC (Jorbin): Time to meet my axe! I barrel into the room and chop down into the pool [rolls a d20]... and roll a natural 1. PC (Iraga): Uh (Iraga): Uh oh! GM: Jorbin, your foot slips on the GM: Jorbin, slimy edge of the pool and you fall in! One of the tendrils tries to wrap around your neck — roll a normal DEX check to escape.

GM: The scum jelly barely seems to notice your dagger, almost as if it didn't hurt it... PC (Creeg): (Creeg): Not good. Maybe stabbing attacks can't injure it? PC (Iraga): You (Iraga): You know what St. Terragnis says: "Kill it with wit h re!"

I sheathe my sword and spring back to grab the torch off the wall. Can I lunge forward and jab it into the jelly?

 Jorbin rolls an 8 on the d20 and adds his -1 Dexterity modier.

PC (Jorbin): A (Jorbin): A 7. Normal is DC 12, right? Looks like it got me!

GM: Absolutely. GM:  Absolutely. Make an attack roll with it like a melee weapon. Iraga rolls 1d20 plus her STR modier, getting a total of 14.

GM: The tendril latches on and GM: The drags you toward the pond's center! Ralina, what do you do?

PC (Iraga): Its (Iraga): Its AC is 13, so I hit! How much damage?

PC (Ralina): We (Ralina): We better take care

GM: I'd GM:  I'd say a lit torch does 1d4

of this thing before it eats Jorbin! I stab it with my dagger!

damage from the ames.

PC (Iraga):  (Iraga): [Rolls] 4 damage! Ralina rolls a 10 on a d20 and adds +3 for her attack bonus.

PC (Ralina): Does (Ralina): Does a 13 hit?

GM: The jelly writhes and sizzles GM: The f rom the burn! Now I need you to roll a d6 to see if the torch extinguishes. 1-3 is bad.

GM: That's GM:  That's its exact armor class, so yes! Roll 1d4 damage! PC (Ralina):  (Ralina): [Rolls] 3, not bad! 102

PC (Iraga): Oops. (Iraga): Oops. Forgot about that. [Rolls a 2] Well... it's suddenly very dark in here.

 

PCs (everyone): Oh (everyone): Oh no! GM: Looks like it's my turn.  Jorbin, the the tendril wrapping wrapping around your neck constricts. You take [rolls a d4] 2 damage. PC (Jorbin): No (Jorbin): No attack roll? GM: No, that tendril already has GM: No,  you in its clutch clutches. es. But the jelly has to roll for its second tendril! It can see in the dark and you're at out, so it has advantage. [Rolls] Does an 18 hit you?

PC (Jorbin): Urk. (Jorbin): Urk. Yes.

GM: Jorbin, it'd normally be your GM: Jorbin, turn, but you're out cold. Roll a d4 plus your CON mod to see how many rounds until you die. PC (Jorbin):  (Jorbin): [Rolls] 3 rounds. Ralina, you're up next! Save us! PC (Ralina): It's (Ralina): It's up to me! I fumble around in my backpack and pull out a spare torch, plus int and steel. Can I light it?

GM: You're working by feel, so GM: You're make a DC 12 DEX check. Your Thievery talent would normally give you advantage on this, but the blinding darkness cancels it.

GM:  [Rolls a d6] Yikes, 6 damage! GM: PC (Ralina):  (Ralina): [Rolls] Success! A PC (Jorbin): That (Jorbin): That takes me to 0 hit points. Dwarf down, you all!

blaze of torchlight lls the room!

GM: Creeg, it's your turn!

PC (Iraga): Just (Iraga): Just in time for me to plunge into the scum to cast

PC (Creeg): This (Creeg): This is why you always bring a wizard. I cast the light spell on the end of my staff!

cure wounds on Jorbin. Iraga rolls a 12 on her d20 and adds her spellcasting bonus of +2, beating the DC of 11.

Creeg rolls a 6 on his d20, plus his spellcasting bonus of +4.

PC (Iraga): Nice! (Iraga): Nice! Jorbin, you wake up with [rolls a d6] 3 HP.

PC (Creeg): That (Creeg): That was a DC 11 spell! Thecast magic zzlesNot out,enough. and I can't light  again until we nish a rest.

PC (Jorbin): Thanks, (Jorbin): Thanks, Iraga! Now I just have to break break free f ree of this  jelly and introduce introduce it to to my axe! axe! 103

 

 

 Game Master

At times, the Shadowdark seemed sentient in its malevolence. It was as though some hand guided it.

105

Your Role

 

THE GAME MASTER

THE ONLY RULE

The Game Master is the spinner, the all-wise, theworld ventriloquist.  ventrilo quist.

The Only Rule is that you in make the rules. What's written this book is a guide, not a constraint, and none of it takes precedence over your judgment.

 You are the deadly  You deadly pit trap trap and the assassin in the night. You are the storm. The army. The gods.  You  Y ou hold ultimate ultimate power. power.

If something doesn't work at  your table, table, change it or or throw it out and don't look back.

 Yet you only  Yet only want one thing: to to see your players triumph. So you craft malevolent villains worth defeating. You sculpt marvelous treasures worth stealing. You You ll the th e world with

rot, darkness, and death so it can be anddriven ame.back by sword, spell, Through this, you offer an invitation. You propose it loudly with roaring dragons, humbly f rom helpless villagers, secretly secretly on hidden treasure maps.

 You  Y ou call the players players to adventur adventure. e. And they answer. 106

THE PACT  You  Y ou and your your players players are gaming gaming together to have fun, prop each other up, and strengthen bonds. This is The Pact. The Pact is based on goodwill, respect, and fellowship. Its enemies are selshness,

antagonism, and arrogance. Decisions made to defend The Pact are always good ones.

 

The Players  ADVENT  ADVE NTUR URE E HO HOOKS OKS When you give adventure hooks to the characters, you're actually encouraging the players to grab onto those threads. While you can't expect your players to take every hook, you can make a call to adventure more enticing by knowing what  your players players want. want. Player motivations generally fall into the following categories. Powerful adventure hooks contain elements of all three. Reward. Players want more Reward. Players treasure and XP to make their characters stronger. Heroism. Players want to right Heroism. Players wrongs, save the day, or make a name for their characters. This is especially true for players who love role-playing.

THE AUDIENCE The players arestory, the real to the game's not audience the characters. Lean into this! For example, the players might be in great suspense because  you just rolled rolled a random random encounter encount er check in front f ront of them. Similar to a horror movie where the audience watches a murderer slink toward the main character, the suspense comes f rom the the players not knowing what is about to happen.

DRAMATIC QUESTION Most encounters have a simple  yes/no  yes/ no question driving driving the interest. When that question is answered, the encounter is no longer exciting to the players, and it's time to move forward.

Discovery. Much Discovery.  Much like solving a

Dramatic questions are not always obvious. The question for an encounter with a troll

mystery, players want to know why a problem or location exists and what secrets it hides.

guarding a bridge not whether the characters caniskill the troll, but whether they can get across! 107

Core Ethos

 

These are Shadow  Shadowdark dark RPG's RPG's  core principles and foundations.

DISTANCE

TIME

Close, near, and require far distances are loose and don't precise measurement. Nobody wants

The most important resource. It must haunt the characters' every decision. They don't have time to

to miss ring an arrow into a

dragon's eye because of a mere 5-foot decit.

search every oor tile for a trap.

DANGER DARKNESS Respect the darkness. It is the true foe. Few things can hold it at bay, and nothing must make those prized tools obsolete.

GEAR Gear is precious. The choice of what to bring is a trial unto itself. Give value and utility to all gear.

 ACTIO  ACT ION N ECO ECONO NOMY  MY  Characters each get to take one action on their turn. Never more.

INFORMATION Dispense information freely f reely..

If the characters test the oor where there's a trap, they nd it.

108

Casting spells comes with great risk. Magic items are volatile. Fights are fast and unfair. Monsters are insidious.

REWARDING INVESTMENT Honor what has been earned. If a character learns a new language, make it matter. Allow new titles or iconic deeds to have an impact on the characters' lives.

 ABIL  AB ILITY ITY CH CHEC ECKS KS The characters automatically succeed at what they are trained to do. Only use ability checks when there is time pressure and failure has dire consequenc consequences. es.

 

On Balance BE UNPREDICTABLE

TELEGRAPH DANGER

In this are book, more than a few words spent explaining the "typical" amount of treasure (pg. (pg. 119)) or the "average" build of a 119 monster (pg. (pg. 194). 194).

Whenwant  you'll wyou antremove to add apredictability, replacement replacement ingredient: telegraphing danger.

But typical and average adventuring is not the goal.

Don't make threats a secret (unless the players utterly failed to gather information). If the characters are getting

These are calibration calibrations so younumbers know where to start. s Use them to feel out the rudder of your game and know what makes something easy or hard. Then, become unpredictable.

close to athe manticore's cave, and describe crushed skulls bones, the reek of rotting meat, and the silence of the birds.

CHOICES MA M ATTER

win every ght, they won't feel

A choice between two identical options ("Which door do you open, the one on the left or the right?") is not actually a choice.

If all treasure is similar in value, there will be no epic trophies to pursue. No motivation.

When players are making highstakes decisions, they need a way to gather information about their options.

Instead, ll your world with stark

Careful players should be able

If the players think they can fear. They won't be careful. They won't use their wits.

to nd the deep claw marks on

dangers stunning treasures. The mostand glorious victories are the hard-earned ones.

one of the doors or catch the low growling on the other side. 109

Running the Game

 

 ADVENT  ADVE NTUR URES ES An adventure is aincidents set of related encounters and that tie to a common plot thread. For example, the characters might go on an adventure to defeat the ruinous plague-cultists hiding beneath the Temple of Krull. Devising an adventure requires the characters to have a problem or desire they can solve using their unique skills. These are usually tied to a person, location, or item. Often, there is time pressure driving the characters to act. See the Adventures section on pg. 124 for adventure ideas.

CAMPAIGNS Adventures that tie together into a series of related stories are a campaign. Sometimes, campaigns are centered around a plot or villain, and sometimes they grow out of the characters' explorations and deeds. 110

NPCS Non-player are rich sourcescharacters of quests, (NPCs) treasure, danger, and motivation. Not all NPCs need a backstory, but giving each a name, appearance, mannerism, and secret makes them into memorable personas. See NPCs on pg. 126 and Rival Crawlers on pg. 128 for ideas and generation tables.

THE MUNDANE The characters transform transform from f rom weak peasants into legendary heroes by adventuring. During that journey, the importance of basic gear, the eeting nature of

wealth, and the danger of a pack of armed bandits should never become mere tries.

Even a 10th-level character's life should sometimes depend on whether a simple, mundane rope snaps or holds.

 

SETTING DCS The four standard DCs of easy   (9), normal normal (12),  (12), hard hard (15),  (15), and extreme (18) extreme  (18) are universal and help you quickly decide a DC. When determining the difculty

of a task, take the creature into account. Finding a trail in a sunny eld would be an easy

task for a forest elf with tracking skills, but it would be a hard task for a sun-dazzled cave troll. When you ask players to make a check, state what kind of check it is. For example, an easy Charisma check or an extreme Dexterity check . That way, the players know what they need to roll to succeed.

CHALLENGE VARIETY  The characters should face a multitude of challenges during an adventure, including combat, dealing with NPCs, or overcoming the environment. Each class excels at different tasks. Thieves love to scout and talk to NPCs, ghters and clerics

shine in combat, and wizards dominate the environment.

CHARACTER SKILL  VS.. PL  VS PLAYER AYER SK SKIL ILL L Characters aren't the only ones who level up. Players also gain experience! For example, players will learn where to look for secret doors and what the "tells" are. As they go on more adventures, they become better at gameplay. Encourage this by giving players the opportunity to make decisions that rely on their creativity and wits, not on their dice rolls or ability bonuses.

RULES VS. RULINGS If there were a rule for every situation, we would be living inside the rulebook instead of the game world.  As the GM, you have innite innite

power with only a handful of rules. Ability checks and the standard DCs can resolve any action. You need nothing more. Rather than pore through the book, adjucate using what you already know. Make a ruling, roll the dice, and keep going! 111

Not the Enemy 

 

NEUTRAL ARBITER

CHARACTER DEATH

 Y  You're ou're not the the players' playe enemy;  you're  you'r e portraying thrs' the e world as it is. Roll your dice out in the open and let the players create their own trouble.

Character happen (especiallydeaths amongwill 0-level adventurers)! The dice can be

 has  Shadowdark  Shadow dark RPG  RPG  has

the following mechanics that tempt the players into taking risks.

ckle, and crawlers sometimes

get into more trouble than they can handle down in the Shadowdark. When a character dies due to

player's choices and it makes Random encounters. Characters the sense, it was a just death. push their luck the longer they linger in dangerous areas. Not all If there is uncertainty ("Did wandering monsters are hostile  you remember remember to add your Constitution modier to your (see Reaction Check, pg. 115), 115), but there's no guarantee. death timer?"), clarify, and then let fate fall. Light timers. If timers. If the characters run out of light, they have a poor chance of surviving a monster attack or deadly trap. Resource management. Gear management. Gear slots are precious. Is it more important to make room for treasure or bring extra torches?

XP. The temptation of treasure XP. and XP pulls many characters deeper into the dungeon. 112

A game world without death is one without risk or tension.

 

Set the Tone THE WORLD

SESSION ZERO

What ison your game world like? Decide a few major elements to start. You'll want to consider the following:

Help the players make their characters ahead of the rst

• What's the environment environment   like? Jungle, desert, swamps, cityscape, oceanic, tundra? • How does the world handle magic magic? ? Are wizards abundant, or in hiding? Can clerics use healing spells? • What's the overall theme theme? ? Grimdark, mythical, urban, gonzo, horror?

THE CHARACTERS Are there any character creation rules in your game world? For example, some GMs only allow lawful or neutral characters. Allow the players' ideas to shape reality. realit y. Is the cleric from f rom an order of witch-hunting zealots? Is the ghter a Red Siege veteran? veteran? Add

those backstory elements to the game world, if possible!

session. This is an opportunity for the players to establish how their characters know each other, build out backstories, and roleplay precursory scenes.

START SMALL  You  Y ou don't have have to develop much for your rst game. You

need a starting location, a few interesting NPCs, and a short adventure site. Since the characters already know each each other from f rom session zero, kick off the rst game

in the middle of a dangerous incident or dramatic situation. Bring on the action! Problems and rumors lead to adventures. If you keep introducing both to the characters, your world will continue to sprout and grow. 113

 

Random Encounters

 

PURPOSE

STARTING DISTANCE

Random encounters to keep time pressureare up.a Ifway the characters linger too long, they'll run the risk of more encounters.

If one or more wandering creatures appear, roll 1d6 for their distance from f rom the group. group.

HOW OFTEN? The GM checks for random encounters during crawling rounds (not combat) based on the environment's danger level.

DISTANCE d6

Starting Distance

1

Close

2-4

Near

5-6

Far

Unsafe. Check Unsafe.  Check every 3 rounds.

WHAT IS IT DOING?

Risky. Check Risky.  Check every 2 rounds.

When the characters encounter new creatures, roll to determine the creatures' current activity. This might impact how likely they are to notice the characters.

Deadly. Check Deadly.  Check every round. To check for a random encounter, the GM rolls 1d6. An encounter occurs on a result of 1. The GM might also check for an encounter if the characters create a loud disturbance. For overland travel, travel, check for random encounters based on hours in place of rounds (see pg. 94 for 94  for overland travel details). 114

 ACTIVITY  Y   ACTIVIT 2d6

Activity  

2-4

Hunting

5-6

Eating

7-8

Building/nesting

9-10

Socializing/playing

11 12

Guarding Sleeping

   

REACTION CHECK  When the characters encounter random creatures, the GM rolls for the creatures' attitude (if it would not already be clear). If the characters immediately interact with the creatures to inuence their attitude, one of

the interacting characters may add their Charisma modier to modier to the reaction check. The interacting characters reveal their presence and position to the creatures. Some vicious creatures, such as undead, are always hostile.

REACTION 2d6 + CHA mod

Attitude

0- 6

Hostile

7-8

Suspicious

9

Neutral

10-11

Curious

12+

Friendly

TREASURE There's a 50% chance a randomly encountered creature (or group of creatures) has no treasure. 115

Traps

 

Traps add peril and surprise to crawling. Characters typically

Disabling. Thieves and Disabling. Thieves characters who are trained in

get to make a relevant ability check to avoid a trap's effects.

tinkering can describe how they disable or circumvent a trap.

 A Tell. Tell. Most  Most traps should have a hint or tell. Be careful not to make mak e traps too frequent f requent or the game pace will suffer.

If the character has enough time and uses a reasonable method, the character succeeds.

Finding. Characters Finding.  Characters who search

If there is time pressure or the trap requires a great deal of skill

a specic area or object for a trap automatically nd it.

to deactivate, the GM might call for an ability check.

TRAPS 3d12 Trap

Trigger

Damage, Effect

1

Crossbow

Tripwire

1d6

2

Hail of needles

Pressure plate

1d6, sleep

3

Toxic gas

Opening a door

1d6, paralyze

4

Barbed net

Switch or button

1d6, blind

5

Rolling boulder

False step on stairs

2d8

6

Slicing blade

Closing a door

2d8, sleep

7

Spiked pit

Breaking a light beam

2d8, paralyze

8

Javelin

Pulling a lever

2d8, confuse

9

Magical glyph

A word is spoken

3d10

10

Blast of re

Hook on a thread

3d10, sleep

11 12

Falling block Cursed statue

Removing an object Casting a spell

3d10, paralyze 3d10, petrify

116

Hazards

 

Hazards add passive danger to the adventuring environment.

Damage. Some hazards deal Damage. Some ongoing damage, such as toxic

There is often no way to defeat or permanently disable them.

spores or acid rain.

Unlike traps, most hazards are obvious from the start. Movement Restriction. Some Restriction. Some hazards inhibit or prevent movement, such as quicksand pools or slippery ice. Hazards can even fully entrap characters.

Weakening.  Certain hazards Weakening. Certain weaken or hamper the characters. These could include antimagic zones or vapors that sap physical strength. Combining. The Combining.  The most insidious hazards combine one or more of these types into a single threat.

HAZARDS d12

Movement

Damage

Weaken

1

Quicksand

Acid pools

Blinding smoke

2

Caltrops

Exploding rocks

Magnetic eld

3

Loose debris

Icy water

Exhausting runes

4

Tar eld

Lava

Antimagic zone

5

Grasping vines

Pummeling hail

Snuffs light sources

6

Steep incline

Steam vents

Disorienting sound

7

Slippery ice

Toxic mold

Magical silence

8

Rushing water

Falling debris

Numbing cold

9

Sticky webs

Acid rain

Sickening smell

10

Gale force wind

Curtain of re

Sleep-inducing spores

11 12

Greased oor

Electried eld

Confusing reections

Illusory te terrain

Gravity ux

Memory-stealing 117

The Gauntlet

 

THE GAUNTLET

HOW TO RUN IT

Game Masters can use a process called The Gauntlet to determine the players' starting characters.

The Gauntlet usually dungeon takes place in a well-established stocked with brutal traps, large groups of monsters, and evil plots drawing close to to fruition. f ruition.

The Gauntlet works best when the players use the random generation process (see pg. 44)) to create four level-0 44 characters each. Random generation prevents "build tuning" and over-investing in any single character, because The Gauntlet is...

DEADLY! The Gauntlet is much deadlier than a typical adventure. Most characters won't survive it. 0-level PCs who fall to 0 HP die instantly. Each player will end up with one peasant who makes it through the ordeal. Each player's active surviving character graduates to 1st level, gains a class, and becomes their character for future adventures. 118

The monsters and traps aren't undefeatable, but many are likely to cause casualties. The Gauntlet can sometimes be comedic in its savagery, but not everything should be a death trap. Include enticing rewards that encourage risk-taking. Players each choose one of their 0-level characters to play at a time. Players replace dead characters characters from f rom their backup pool and invent a tting

explanation. Reinforcements f rom town town or a rescued prisoner!

TOTAL TOT AL LOSS If a player loses every 0-level character charact er during The Gauntlet, that player can create 1d4 more 0-level characters characters to pull f rom.

Awarding XP

 

Characters gain XP from Characters f rom the  valuable  valuab le treasures treasures and boons

SOURCES OF XP

they earn during an adventure.

• Gold and gems • Oaths, secrets, and blessings

Award XP to each character based on the quality of the group's group 's earnings from f rom a session or encounter. Quality is relative to a character's level.

• Magic items

XP awards don't need to reect

a treasure's monetary value. For example, if the characters steal the fabled Crimson Banner of Tragan from deep within the heart of the Thieves’ Guild, they've earned a legendary treasure, even though the banner is nothing more than a tattered, red cloth. Each time characters gain a new level, their XP total resets to zero.

• Meaningful trophies/tokens • Clever thinking (award 1 XP for ingenious actions)

HOW MUCH GOLD? Most parties will earn 1,500 gp in coins and treasure by level 5 and 5,600 gp by level 10. Per encounter,, each group should encounter gain about 10 gp x their average party level in value, or roughly: • 20 gp in value, value, levels 1-3 • 50 gp in value, value, levels levels 4-6 • 80 gp in value, value, levels 7-9

XP FOR TREASURE QUALITY  Quality

XP

Level 1

Level 5

Level 10

Poor

0-1

Bag of rocks

Bag of copper

Bag of silver

Normal

2

20 gp

50 gp

80 gp

Fabulous

3

2 pearls

2 emeralds

2 giant rubies

Legendary

4

Magic sword

Flying carpet

The Staff of Ord 119

Something Happens! 

 

SOMETHING HAPPENS! d100 01

Details The ground shakes violently and a massive ssure opens

02-03 02 -03 An unse unseen en foe foe lea leaps ps out out of of hidin hiding g at cl close ose ran range ge 04-05  A horrible buzzing lls the air, growing louder and louder  You ou catch the acrid smell of smoke and ame 06-07  Y

08-09 A bright bright star appe appears ars in in the the sky sky, visible visible even even at midda midday y 10-11 1011

You spo spott a hal half-o f-open pen bag wit with h gold gold co coins ins gli glint nting ing ins inside ide

12-1 12 -13 3

A man man sli slips ps a no notte and and an an odd odd poti potion on int into o you yourr hand hand

14-1 14 -15 5

Some So meon one e obse observ rvin ing g you you from from afar afar st step epss out out of sig sight ht

16-17 1617

A dwarf dwarf in a red hat han hands ds you you a ro rose, se, bo bows, ws, and le leav aves es

18-19 1819

A cow cowled led str strang anger er in in a bla black ck clo cloak ak ap appr proac oaches hes yo you u

20-2 20 -211

Some So meon one e tri tries es to pic pick k you yourr poc pock ket

22-23 2223

A stran strange ge tic tickin king g sound sound co come mess from insi inside de your your ba bag g

24-2 24 -25 5

A frothing frothing,, frantic frantic hors horse e with with a sad saddle dle but but no no rider rider app appea ears rs

26-27 2627 A mound mound in the the eart earth h quick quickly ly burr burrow owss tow towar ard d you you 28-29 2829 You sens sense e you you are are bein being g magic magicall ally y scrye scryed d upon upon 30-31 3031

Someon Som eone e trie triess to to plan plantt an an obje object ct on on your your per person son

 You ou are lled with a strong sense of dread and danger 32-33  Y

34-35 3435 A woma woman n hand handss you you a blac black k cat cat and and then then runs runs aw away ay 36-37 3637 A small small,, woodl woodland and cr crea eatur ture e jumps jumps out out of a ba back ckpac pack k 38-39 3839 You smell smell lila lilacs cs and and hear hear fain faint, t, ghost ghostly ly laugh laughte terr 40-41 4041 A note note wrappe wrapped d aroun around d a thin thin dagge daggerr lands lands next next to to you you 42-43 A green42-43 green-glo glowin wing g meteor meteor str strea eaks ks thr throug ough h the sky sky 44-45 4445 Som Someon eone e nearb nearby y is starin staring g at you you and mouth mouthing ingss words words 120

 

SOMETHING HAPPENS! d100

Details

46-4 4647 A pair pair of yell yellow ow eye eyess watc watches hes you you from the the dark darknes nesss 48-49 48-4 9 An orc orc with an arr arrow ow in her her back back cras crashes hes thro through ugh a door door 50-53 5053 You hea hearr a bea beast st cry cry out out in in pain pain jus justt up ahe ahead ad 54-55 5455 A huge huge swarm swarm of bats bats cras crashes hes ove overr you you and swi swirls rls awa away y 56-57 5657 A frail begg beggar ar whis whisper perss that that he he has has a secr secret et to to tell tell you you 58-59 5859 An obje object ct fall fallss fro f rom m abov above e and ba barel rely y misse missess your your head head 60-611 60-6

A seagu seagull ll land landss on your your he head ad and and coug coughs hs up up an od odd d bott bottle le

62-63 6263 The smel smelll of ozo ozone ne rises rises and and elect electric ricit ity y crac crackle kless in the the air 64-65 You spot spot a trai traill of tiny silv silver er coins coins lead leading ing aroun around d a bend bend 66-67 6667 A wild-e wild-eye yed d man man appr approa oach ches es with with a holy holy boo book k held held high high 68-69 Every 68-69 Every lig light ht sou sourc rce e sudd suddenl enly y exti extingu nguish ishes es 700-71 71 A stam stampe pede de of of wild wild ani anima mals ls bur burst stss int into view view 72-7 72 -73 3

An old old wom woman an poin points ts at at you you and ye yells lls,, "There "There the they y are!" are!"

74-7 4-75 5

A passing passing stra stranger nger pre presses sses an anci ancient ent coi coin n into into yo your ur hand hand

766-77 77 A cho choru russ of ho howl wlss echo echo in in the the dis dista tanc nce e 78-79 78 -79 Two pinc pinchin hing g and slap slappin ping g gobli goblins ns tumb tumble le into into sigh sightt 80-81 8081

You rea realiz lize e you you are are not not alone; alone; som someth ething ing is is behind behind you you

82-83 82 -83 The sudd sudden en sound sound of of rushin rushing g wate waterr crashe crashess towa toward rd you you 84-85 84-8 5 You hear hear an an ear-spl ear-splitt itting ing scre scream am that that nobo nobody dy else else hear hearss 86-87 8687 A man man slaps slaps you you with with a glo glove ve and and thr throw owss it at yo your ur feet feet 88-89 8889 A violen violent, t, wind windy y storm storm kic kicks ks up up withou withoutt warn warning ing 90-91 9091

Lightn Lig htning ing str strik ikes es close close and and leav leaves es a glow glowing ing obje object ct behin behind d

92-93 92 -93 A multic multicolo olored red or orb b drift driftss up to to you you and the then n zips zips awa away y 94-95 9495 A runa runawa way y wago wagon n cras crashes hes to towa ward rd yo you u 96-97 9697 An NPC NPC throw throwss off thei theirr disgui disguise, se, rev revea ealin ling g an enem enemy y 98-99 A demon 98-99 demon appe appears ars to to you you and pre presen sents ts a temp temptin ting g offer offer 00 A rrad adia iant nt be bein ing g app appea ears rs to yo you u wit with h a me mess ssag age e of of war warni ning ng 121

Rumors

 

RUMORS d100 01

Details An ar armo more red d be beas astt the the si siz ze of of a sh ship ip is ra ramp mpag agin ing g nea nearb rby y

02-03 02 -03 A team team of of assass assassins ins is is on its its way way to to kill kill your your gro group up 04-05 The loca locall ruler ruler has has place placed d a 2,00 2,000 0 gp boun bounty ty on your your hea heads ds 06-07 The cult of Shune is planning a ery coup at midnight 08-09 An ancien ancient, t, stone stone door has been foun found d in the cast castle le cellar cellar 10-11 1011

Lizar Liz ardf dfolk olk ha have ve bee been n raid raiding ing car carav avans ans ne near ar the the sw swam amp p

12-13 1213

Armor Arm ored ed sk skele eleto tons ns ar are e roa roami ming ng the mi misty sty gr grav avey eyar ard d

14-15 1415

An ea earthq rthquak uake e unc uncov overe ered d a rui ruin n insi inside de a deep deep rif riftt

16-17 1617

A war warba band nd of or orcs cs has ta take ken n ove overr an an aba abando ndoned ned keep

18-19 1819

There The re is a hal halll of of gold golden en sta statue tuess under underne neath ath the we well ll

20-21 2021

Those Tho se who who surv surviv ive e the the Tria Triall of the the Lot Lotus us gain gain a stra strange nge gif giftt

22-23 2223

A Capta Captain in of of the the Guar Guard d has has been been tak taken en host hostage age by thu thugs gs

24-2 24 -25 5

The Crys Crystal tal Cav Caves es are are home home to a cult cult of of psych psychic ic sorc sorcere erers rs

26-27 2627 A croco crocodil dile e dragg dragged ed a rich richly ly-la -laden den mule mule into into the the sewe sewers rs 28-29 2829 A fortune fortune-te -telli lling ng witc witch h speak speakss true true omens omens and and portent portentss 30-31 3031

Every Ev ery full full moo moon, n, the the Pran Prancin cing g Unico Unicorn' rn'ss larder larder is is robbe robbed d

32-3 32 -33 3

A famo famous us gro group up of of craw crawler lerss hasn' hasn'tt retur returned ned f ro rom m a delv delve e

34-35 3435 A glowin glowing g mete meteor or crash crashed ed deep deep insid inside e the ma marsh rshlan lands ds 36-37 3637 Fi Fire re will will not not ligh lightt or burn burn wit within hin sigh sightt of the the Lion Lion Foun Fountai tain n 38-39

The lost Jewel of Barbalt is hidden in the Howling Caves

40-41 4041 A dwarve dwarven n mining mining tea team m has unc uncov over ered ed a tent tentacl acled ed statu statue e 42-43 The Red 42-43 Red Owl Owl tave tavern rn has has a trapd trapdoor oor to to the Shad Shadow owda dark rk 44-45 44-4 5 Vipe Viperian rian war warriors riors guar guard d a shri shrine ne to to a medus medusa a in the jung jungle le 122

 

RUMORS d100

Details

46-47 46-4 7 Thr Three ee thiev thieves es just just pulle pulled d off off a gems gemsto tone ne heist heist nea nearby rby 48-49 48-4 9 Harp Harpies ies keep keep wat watch ch f rom the clif cliffs fs aroun around d Diridi Diridia's a's Tomb 50-53 5053 A gorg gorgon on stal stalks ks the rui ruins ns of of the the Under Underhil hilll Halls Halls 54-55 5455 Ben Benea eath th the the Red Abb Abbey ey is the the forg forgot otte ten n Barro Barrow w of Ur-Di Ur-Din n 56-57 5657 A dying dying sag sage e is call calling ing for a migh mighty ty gr group oup of hero heroes es 58-59 5859 A wizar wizard d accide accidenta ntally lly let let his his trio trio of cock cockatr atrice icess escape escape 60-611 60-6

A local local lor lord d has has someh somehow ow bee been n stran stranded ded at atop op a hig high h roof  roof 

62-63 6263 Bart Bartom omeu eu the the Pira Pirate te Pr Princ ince e will will be be hang hanged ed at at noon noon 64-65 6465 Go Gobli blin n spelun spelunke kers rs found found an an under undergr groun ound d cathed cathedral ral 66-67 The Kytheria Mechanism sank into the sea near Myrkhos 68-69 Rare 68-69 Rare and and valua valuable ble mush mushro room omss grow grow insid inside e an old old crypt crypt 70-71 70 -71 The C Chur hurch ch of of St. Terr Terragn agnis is will will pay pay for for the ret return urn of a reli relic c 72-7 72 -73 3

A volca volcanic nic erup eruptio tion n revea revealed led tunn tunnels els in the the calde caldera' ra'ss walls walls

74-7 4-75 5

The cyc cyclope lopean an ruins ruins of TalTal-Y Yool lie deep deep within within the fores forestt

76-7 76 -77 7

A famo famous us gamb gambler ler will will bet bet a rub ruby y on a Wi Wiza zard rd Thie Thieff game game

78-79 78 -79 The Moo Moon n Druids Druids will bless a swor sword d used used to to slay slay a were werewol wolf  f  80-81

Gravediggers found a chained cofn in an unmarked plot

82-83 82-8 3 An aband abandoned oned wiza wizard's rd's to tower wer is full full of of clock clockwor work k creat creatures ures 84-85 84-8 5 The Thiev Thieves' es' Guild Guild is about about to att attack ack a rival rival merc merchant hant lord 86-87 8687 Wi Winds ndsto torm rmss uncov uncover ered ed a stone stone mon monoli olith th in the the desert desert 88-89 88-8 9 A rival rival gro group up of of crawl crawlers ers found found the map to Jira Jiraal's al's Hoar Hoard d 90-91 9091

A monstr monstrosi osity ty call called ed the the Oracle Oracle lurk lurkss benea beneath th the the colle college ge

92-93

The Onyx Destrier  is  is in Ekmara's Keep in the wasteland

94-95 9495 The prin prince cess ss has has been been kidna kidnappe pped d by a gro group up of sor sorce cerer rerss 96-97 9697 A Chaos Chaos Knigh Knight's t's tom tomb b has been been foun found d benea beneath th a temp temple le 98-99 The fabl 98-99 fabled ed Libr Library ary of Gehe Gehemn mna a appea appeared red outs outside ide the the city city 00 The Th ed dra rago gon n Ix Ixam amir ir ha hass awo awok ken f ro rom m he herr 200 200-y -yea earr slu slumb mber er 123

 

 

 Monsters

Some horrors that writhe and creep in the darkness were never meant to be seen by our eyes. "   -Creeg, human wizard

 “

189

 

T

he beast was dripping with fungus, mottled with mold. Barnacles crusted its damp hide in a beard of green icicles that scraped along the oor and snapped like ngers

Ralina held her breath and clung to the top of the pillar where she had scrambled moments ago. It was damp, and she was slipping. Beneath her foot, a chip of stone broke free.

It oated slowly, aimlessly,

"There," The Oracle hissed. "There," h issed. Its eyestalks turned in unison toward the pillar.

its ten eyestalks writhing and thrashing as if being electrocuted.

Ralina squeezed her eyes shut. "Now!" she cried.

of chalk.

Its central eye was the most hideous feature to behold. A ragged, round scar covered what was once a glistening orb that could stare into the heart and mind of any a ny creature. It was this wound that had driven The Oracle mad, turning it against the very people it once served. "I know you're here," it burbled. Its crescent moon mouth writhed into a trembling grin. "You cannot hide from me. I see all. I know all secrets." 190

"To arms!" Iraga "To Irag a bellowed, leaping out from behind a shattered column. She raised her blessed sword high, lling the ruined

amphitheater with a blaze of holy light. The Oracle screeched and recoiled, blinded. Creeg dropped his invisibility magic, and  Jorbin blinked into sight sig ht right behind the beast. The dwarf charged, screaming. "Stonehaaaall!" And so the battle for their lives was joined...

 

Monster Attributes  ARMO  AR MOR R CL CLAS ASS S  Just characters, charact monst monsters ers havelike an AC that an AC  that ers, denotes how difcult it is to harm them.

 ABIL  AB ILITY ITY SC SCOR ORES ES Monsters have modiers listed

for Strength (S (S), Dexterity (D (D), Constitution (C (C), Intelligence (I (I), Wisdom (W (W), and Charisma (Ch (Ch). ).

HIT DICE Monsters always use d8s for their hit dice (HD (HD). ). Use these to calculate calculat e their hit points, either by rolling the hit dice or by using the average total.

 ATTACKS  ATTAC KS Most monsters can make one or two attacks per turn ( ATK   ATK ), ), but some can make more. Attack bonuses and damage are listed for each.

 ALIG  AL IGNM NMEN ENT T All monsters have an average alignment ( AL)  AL) for their species. Individual monsters might have a different alignment.

TREASURE To generate treasure for a monster, roll on the treasure table that matches its hit dice (see pg. 214). 214). There's a 50% chance a randomly encountered monster has no treasure.

MOVEMENT Monsters can typically move (MV ) near each turn, but some can move other distances. If a monster has a special mode of movement, such as ying or

swimming, it is noted after the distance.

DARK-ADAPTED All non-humanoid monsters are dark-adapted. Their powerful senses allow them to ignore the penalties of total darkness (see pg. 88). Blinding or deafening a monster still hinders it.

191

Monster Generator 

 

PL is the average character level PL is of the adventuring party. The

The monster's Combat Combat result  result is its hit dice and attack bonus. It

monster's AC monster's  AC is  is the PL + 10.

deals 1d6 damage unless noted.

MONSTER GENERATOR 4d20

Combat

Quality

Strength

Weakness

1

PL -3

Beastlike

Two attacks

Cold

2

PL -3

Avian

Absorbs magic

Greedy

3

PL -2

Amphibious

Swarm

Light

4 5

PL -2 PL -1

Demonic Arachnid

1d8 damage Poison sting

Salt Vain

6

PL -1

Ooze

Confusing gaze

Mirrors

7

PL

Insectoid

Eats metal

Electricity

8

PL

Draconic

Ranged attacks

Fragile body

9

PL

Plantlike

Highly intelligent Sunlight

10

PL

Elephantine

Crushing grasp

Silver

11

PL

Undead

Psychic blast

Fire

12

PL

Crystalline

Stealthy

Food

13

PL

Humanoid

Petrifying gaze

Acid

14

PL +1

Angelic

1d10 damage

Garlic

15

PL +1

Spectral

Impersonation

Iron

16

PL +2

Stonecarved

Blinding aura

Water

17

PL +2

Serpentine

Turns invisible

Its True Name

18

PL +3

Elemental

2d6 damage

Loud sounds

19 20

PL +3 PL +4

Piscine Reptilian

Swallows whole Three attacks

Holy water Music

192

 

Make It Weird

 

Adventurers fear the unknown. Keep monsters unfamiliar by

 You could also determin  You determine ea monster with tentacles can use

adding mutations to them.

them to restrain other creatures.

Mutations can inspire new abilities or attacks. For example,  you might might decide a spider spider with

Roll up to three three mutations  mutations per monster. Treat a mutated monster as two hit dice higher than normal for rolling treasure.

wings can y a near distance.

MONSTER MUTATIONS 3d12 Mutation 1 1 Shapechanger

Mutation 2 Double damage

Mutation 3 Speaks Common

2

Fins and gills

Breathes re

Casts magic missile

3

Insulating fur

Fast healing

Telepathic

4

Ironlike scales

Extra attack

Toxic spores

5

Extra limbs

+2 AC

Sonic blasts

6

Tentacles

Two extra hit dice

Can teleport in bursts

7

Boneless

+1d6 damage

Paralytic touch

8

Gigantic

Life-draining touch

Genius intellect

9

Flings spikes

Very fast

 Antimagic eld

10

Two heads

Reects spells

Blood-draining bite

11

Burrows

Electried weapon

Has swamp fever

12

Wings

Acidic saliva

Blessed by a god

 

When its head split open into those nine rows of teeth, you nearly ran right back outside, ha!  "  -Jorbin, dwarf fighter, to Creeg, human wizard



193

Designing Monsters

 

COMBAT ROLE

DESCRIPTION

Monsters typically fall into one of the below combat roles.

Describe a monster's dening

Mook. Low damage, HP, AC, and Mook. Low attack bonus. Swarmy.

MOVEMENT

Soldier. Mid-range damage, HP, Soldier. Mid-range AC, and attack bonus.

characteristics and behaviors.

Most monsters can move near (or double near if they're large). Note if they can swim, y, climb,

burrow, or move in other ways. Striker. High damage and attack Striker. High bonus. Low HP and AC. Often stealthy stea lthy and skillful. Tank. Mid-range damage and Tank. Mid-range attack bonus. High HP and AC. Controller. Environment-altering Controller. Environment-altering talents. Mid-range damage and attack bonus. Low HP and AC. Legendary. High HP, AC, Legendary. High damage, and/or attack bonus.

 ABIL  AB ILIT ITY Y SC SCOR ORES ES Use "measuring stick" monsters when choosing a new monster's ability scores. For example, compare your monster's Strength score to an elephant's. 194

HIT DICE A monster's total hit dice (always d8s) determines its power level. 1-3 HD. Weak, HD. Weak, common. Mundane treasure. Challenge to novice crawlers. 4-6 HD. Risky, HD. Risky, uncommon. Prized treasure. Challenge to experienced crawlers. 7-9 HD. Dangerous, HD. Dangerous, rare. Amazing treasure. Challenge to expert crawlers. 10+ HD. Mighty, HD. Mighty, unique. Mythical treasure. Challenge to legendary crawlers.

   

 ATTACK  ATTAC K BO BONU NUS S A monster bases its attack bonus on its relevant ability score modier.

 You can increase  You increase a monster's monster's attack bonus depending on its combat role, but its total attack bonus should not exceed its number of hit dice.

DAMAGE 1-3 HD. Weak HD. Weak weapons, d4 or d6 damage on each attack. One or two attacks. 4-6 HD. Good HD. Good weapons, d6 or d8 damage on each attack. Two or three attacks. 7-9 HD. Powerful HD. Powerful weapons, d8 or d10 damage on each attack. Three or four attacks. 10+ HD. Legendary HD. Legendary or magical weapons, d10 or multiple dice of damage on each attack. Four or ve attacks.

HOW MANY MONSTERS? Use the 1:1 Monsters table Monsters table to determine how many hit dice a monster should have when there is one of that monster per character in a combat. This will result in a combat of average difculty.

 You can combine  You combine these hit dice into a different quantity of monsters. For example, a group of four 4th-level adventurers will face a combined 8 hit dice of monsters per average combat. Note that swarms of monsters (even with few hit dice) can be deadly because they take many more actions each round than the characters. Conversely, a solo monster can be too easy (even with many hit dice) if the characters swarm it.

1:1 MONSTERS  Avg.  Av g. Party Level Monster HD HD

MONSTER TALENTS

1-3

1

Monsters typically have one to

4- 6

2

three talents that grant them special powers or attacks.

7-9 10

3 4 195

Monster Statistics

 

 ABOLETH Enormous, antediluvean catsh covered covere d in slime and tentacles. They hate all intelligent beings.

 AC 16, HD  AC 16, HD 8  8 (36), ATK  (36), ATK  2  2 tentacle +5 (1d8) or 1 tail +5 (3d6), MV  near  near (swim), S +4, D -1, C +3, I +4, W +2, Ch +2, Ch  +2, AL  AL C  C Enslave. In place of attacks, one creature within far pass hard WIS or aboleth controls for 1d4 rounds. Telepathic. Can read the Telepathic. Can thoughts of creatures within far.

196

 

 ANGELS Angels are the divine host of lawful and neutral gods. They appear as winged, beautiful

Seraphim are the lowest sphere Seraphim are of angel and often walk among mortals. Domini Domini are  are their lords,

humanoids who radiate light and are suffused with their gods' energies and symbols.

and theover powerful Principi  Principi   govern the Domini. Above all stand the mighty Archang mighty Archangels els..

 ANGEL, SERAPH

 ANGEL, DOMINI

Fill.

Fill.

 # ll +#  # ll +#  AC #, HD  AC #, HD 3  3 (13), ATK  (13), ATK  #  AC #,  AC  #, HD HD 8  8 (36), ATK  (36), ATK  #  near (y), S +#, D +#, C  (#d#), MV  near  near (y), S +#, D +#, C  (#d#), MV  near

+#, I +#, W +#, Ch Ch +#,  +#, AL  AL L  L Fill.. Fill. Fill

+#, I +#, W +#, Ch Ch +#,  +#, AL  AL L  L Fill.. Fill. Fill

Fill.. Fill. Fill

Fill.. Fill. Fill

 ANGEL, PRINCIPI Fill.  # ll +#  AC #, HD  AC #, HD 10  10 (45), ATK  (45), ATK  #  far (y), S +#, D +#, C  (#d#), MV  far +#, I +#, W +#, Ch Ch +#,  +#, AL  AL L  L

Fill.. Fill. Fill Fill.. Fill. Fill

 ARCHANGEL  A radiant being with a crown of re, snowy wings, golden armor, and a blazing greatsword.  3 aming  AC 18, HD  AC 18, HD 13  13 (58), ATK  (58), ATK  3  far (y), greatsword +9 (2d10), MV  far S +4, D +2, C +4, I +4, W +5, Ch Ch +5,  +5,  AL L  AL  L

Command. Hard CHA to resist Command. an archangel's command. Crown of Fire. Fire. Hostile spells affecting the archangel are extreme (DC 18) to cast. 197

 

 ANIMATED ARMOR

BANDIT

 An old suit of armor magically

Hardbitten rogues in tattered

animated by a vengeful spirit.

leathers and hooded cloaks.

 AC 15, HD  AC 15, HD 2  2 (9), ATK  (9), ATK  1  1 longsword +3 (1d6), MV  near,  near, S +3, D -1, C +2,

 AC 13 (leather + shield), HD  AC 13 HD 1  1 (4),  ATK  1  1 club +1 (1d4) or 1 shortbow

I -1, W +1, Ch Ch +0,  +0, AL  AL C  C

+0 (1d4), MV  near,  near, S +1, D +0, C  +0, I -1, W +0, Ch Ch -1,  -1, AL  AL C  C

Statue. When standing still, Statue. looks exactly like a suit of armor.

 ANKHEG

 Ambush. Deal an extra die of  Ambush. damage when undetected.

BOAR

Horse-sized, rust-brown insects.

Ornery wild pigs with bristly,

They burrow vast, underground warrens into the bedrock.

russet hair and yellowe yellowed d tusks.

 AC 14, HD  AC 14, HD 3  3 (13), ATK  (13), ATK  1  1 bite +4 (1d6) or 1 acid spray (near (near line) +4 (2d6), MV  near  near (burrow), S +2, D  +2, C +1, I -2, W +1, Ch Ch -2,  -2, AL  AL N  N

 APE, SNOW

 AC 12, HD  AC 12, HD 3  3 (13), ATK  (13), ATK  2  2 tusk +3 (1d6), MV  near,  near, S +3, D +0, C +1, I  -2, W +1, Ch Ch -2,  -2, AL  AL N  N Gore. Deals an extra die of Gore. damage if it hits the same target with both tusks.

BROWN BEAR

White-haired, carnivorous

Hulking, swaying brutes with

gorillas that stalk the high

claws as long as a nger.

mountains and live in caves.  2 st +4  AC 13, HD  AC 13, HD 4  4 (18), ATK  (18), ATK  2 (1d6) or 1 rock (far) +4 (2d6), MV   near (climb), S +3, D +1, C +1, I -2, W +1, Ch Ch +0,  +0, AL  AL N  N

Thick Fur. Fur. Immune to damage from cold. 198

 AC 13, HD  AC 13, HD 5  5 (22), ATK  (22), ATK  2  2 claw +4 (1d8), MV  near  near (climb) S +4, D +1, C +1, I -2, W +1, Ch Ch -2,  -2, AL  AL N  N Crush. Deals an extra die of Crush. damage if it hits the same target with both claws.

 

CLERIC, ACOLYTE

FAERIE

Religious trainees who know

Miniature fey folk with uttering

basic rites and rituals.

moth and buttery wings.

 AC 12, HD  AC 12, HD 1  1 (4), ATK  (4), ATK  1  1 mace +1 (1d4), MV  near,  near, S +1, D -1, C +0, I -1,

 AC 14, HD  AC 14, HD 2  2 (9), ATK  (9), ATK  1  1 dagger +4  near (y), S -2, (1d4 + poison), MV  near

W +2, Ch Ch +0,  +0, AL  AL L  L

D +4, C +0, I +1, W +0, Ch Ch +1,  +1, AL  AL N  N

Healing Touch. Touch. Spell. DC 12 WIS to heal 1d4 damage.

Poison. DC 12 CON or fall asleep Poison. for 1d4 hours (can be awoken).

CROCODILE

GELATINOUS CUBE

Fat, scaly reptiles with stumpy

Translucent cubes of slime that

legs and long, thrashing tails.

 silently mow through cramped tunnels, slurping up debris.

 AC 14, HD  AC 14, HD 4  4 (18), ATK  (18), ATK  2  2 bite +3 (1d8), MV  near  near (swim), S +3, D +1, C +2, I -2, W +1, Ch Ch -2,  -2, AL  AL N  N

CULTIST

 AC 11, HD  AC 11, HD 5  5 (22), ATK  (22), ATK  1  1 touch +4 (1d8 + toxin), MV  near  near S +3, D +1, C +2, I -3, W +1, Ch Ch -3,  -3, AL  AL N  N Toxin. DC 15 CON or paralyzed Toxin. 1d4 rounds.

Cloaked, wild-eyed zealots

Engulf . Absorbs paralyzed

chanting the gutteral prayers of their dark gods.

creatures into its body, automatically hitting with touch attack on its turn.

 AC 14 (chainmail + shield), HD  AC 14 HD 2  2 (9), ATK  (9),  ATK  1  1 longsword +1 (1d6), MV   near, S +1, D -1, C +0, I -1, W +2, Ch Ch   +0, AL +0,  AL C  C

Rubbery . Half damage from stabbing weapons.

Fearless. Immune to morale Fearless. checks. Deathtouch. Spell, close range. Deathtouch. DC 12 WIS to deal 2d4 damag 199

 

GIANT LEECH

GIANT SPIDER

Glossy black, blood-drinking

Bulbous abdomen and eight,

 slugs as large as cats.

 spindly legs. Dwell high in trees

or caves and ambush prey prey..  AC 9, HD  AC 9, HD 2  2 (9), ATK  (9), ATK  1  1 bite +1 (1d4 + blood drain), MV  near  near (swim), S   AC 13,  AC 13, HD HD 3  3 (13), ATK  (13), ATK  1  1 bite +3 (1d4 +1, D -1, C +1, I -3, W -1, Ch Ch -3,  -3, AL  AL N  N + poison ), MV  near  near (climb), S +2, D +3, C +0, I -2, W +1, Ch Ch -2,  -2, AL  AL N  N Blood Drain. Drain. Attach to a bitten

target and automatically hit the next round.

Poison. DC 12 CON or paralyzed Poison. 1d4 hours.

GIANT RAT Rangy, scurrying vermin with

KNIGHT

beady eyes and wormlike tails.

 AC 11, HD  AC 11, HD 1  1 (4), ATK  (4), ATK  1  1 bite +1 (1d4 +  A warrior in shining plate mail and the surcoat of a knightly disease), MV  near,  near, S -2, D +1, C +1, order. I -2, W +1, Ch Ch -2,  -2, AL  AL N  N  AC 17  AC  17 (plate mail + shield), HD HD   Disease.. DC 12 CON or 1d4 CON Disease 3 (13), ATK  (13), ATK  2  2 bastard sword +3 damage. Repeat once a day, (1d6), MV  near,  near, S +3, D +0, C +1, I  ends on success. Die at 0 CON. +0, W +0, Ch Ch +1,  +1, AL  AL L  L

GIANT SNAKE Enormous, mottled serpent that can swallow a cow whole.

 AC 12, HD  AC 12, HD 5  5 (22), ATK  (22), ATK  2  2 bite +4 (1d6) and constrict (near), MV   near (climb), S +3, D +2, C +1, I -2, W +0, Ch Ch -2,  -2, AL  AL N  N Constrict. Contested STR to hold Constrict. a target immobile for one round. 200

Oath. 3/day, Oath. 3/day, advantage on any roll made in service of the knightly order.

 

MOOSE

SKELETON

Towering, brown-pelted grazers

 A bleach-boned skeleton with

with weighty, at antlers.

red pinpoints of light in its eyes.

 AC 11, HD  AC 11, HD 4  4 (18), ATK  (18), ATK  2  2 antler +3 (1d6), MV  double  double near, S +3, D +0,

 AC 13 (chainmail), HD  AC 13 HD 2  2 (9), ATK  (9), ATK  1  1 shortsword +1 (1d6) or 1 shortbow

C +1, I -2, W +0, Ch Ch -2,  -2, AL  AL N  N

+0 (1d4), MV  near,  near, S +1, D +0, C +2, I -2, W +0, Ch Ch -3,  -3, AL  AL C  C

ORC Tusked, tall humanoids with grey skin and pointed ears.

 AC 13  AC  13 (chainmail), HD HD 1  1 (4), ATK  (4), ATK  1  1

Fearless. Immune to morale Fearless. checks.

SPHINX Winged, leonine oracles who

greataxe +2 (1d8), MV  near,  near, S +2, D +0, C +0, I -1, W +0, Ch Ch -1,  -1, AL  AL C  C

can see into time and space. They live in isolated mountains.

Battlerage. Once/day, Battlerage. Once/day, deal +1d4 damage for 3 rounds.

 AC 16, HD  AC 16, HD 9  9 (40), ATK  (40), ATK  3  3 claw +7 (1d8), MV  double  double near (y), S +4, D +1, C +1, I +4, W +4, Ch Ch +3,  +3, AL  AL L  L

REAVER

Roar. In place of attacks, all Roar. creatures within far DC 18 CHA or paralyzed 1d4 rounds.

 A knight in blackened armor riddled with cruel spikes.

Oracle. Cast plane shift, scrying,  Oracle. or teleport with DC 14 WIS.

 AC 17 (plate mail + shield), HD  AC 17 HD 6  6 (27), ATK  (27),  ATK  3  3 bastard sword +4 (1d6 + 2), MV  near,  near, S +3, D +0, C +1, I  +0, W +0, Ch Ch +2,  +2, AL  AL C  C Bloodlust. Deal +2 damage Bloodlust. with melee weapons (already included).

201

 

STIRGE Darting, orange insect-bats with

TROLL Green, lanky giants with warty

four wings and needlelike beaks.  skin and territorial rage. rage.

 AC 12, HD  AC 12, HD 1  1 (4), ATK  (4), ATK  1  1 beak +2  near (y), (1d4 + blood drain), MV  near

 AC 12, HD  AC 12, HD 4  4 (18), ATK  (18), ATK  2  2 claw +3 (1d6), MV  near,  near, S +3, D +2, C +2, I 

S -2, D +2, C +1, I -2, W +0, Ch Ch -2,  -2,  AL N  AL  N

-1, W +0, Ch Ch -1,  -1, AL  AL C  C

Blood Drain. Drain. Attach to a bitten target and automatically hit the next round.

Regenerate. Regains 1d6 hp on Regenerate. its turn unless its wounds are cauterized with re or acid.

UNICORN SWAMP DRAGON Massive, wingless reptiles who  slither through swamps and bogs collecting lost treasures.

 AC 16, HD  AC 16, HD 12  12 (54), ATK  (54), ATK  2  2 shred +7 (2d8) or 1 smog breath, MV   double near (swim, burrow), S +5, D +3, C +3, I +3, W +2, Ch Ch +3,  +3, AL  AL C  C

Silvery horses with owing manes and a single spiral horn.

 AC 12, HD  AC 12, HD 4  4 (18), ATK  (18), ATK  1  1 hooves +3 (1d6), MV  double  double near, S +3, D +2, C +2, I +1, W +2, Ch Ch +3,  +3, AL  AL L  L Healing Touch. Touch. A touch of a unicorn's horn heals 1d6 hp.

Smog Breath. Breath. Fills a near cube extending from extending f rom dragon. DC 15 CON or blinded for 1 round and 2d6 damage.

 VILLAGER  A commoner in worn clothes.

 AC 10, HD  AC 10, HD 1  1 (4), ATK  (4), ATK  1  1 club +0 (1d4), MV  near,  near, S +0, D +0, C +0, I  -1, W -1, Ch Ch -1,  -1, AL  AL L  L

202

 

WEALD HAG

WIGHT

Eyes dark as moonless nights,

Pale, armored undead warriors

 skin made of rotting wood, hair

with sinister intelligence.

of tangled roots and vines.

 AC 14,  AC  14, HD HD 6  6 (27), ATK  (27), ATK  2  2 claw +4 (1d8) or drink pain (near), MV   near, S +3, D +2, C +1, I +1, W +2, Ch +3, Ch  +3, AL  AL C  C Shapechange. Change to look Shapechange. like any other humanoid. Drink Pain. Pain. DC 12 CHA to deal 2d4 damage to a hurt creature and regain that many HP.

WEREWOLF

 AC 14 (chainmail), HD  AC 14 HD 3  3 (13), ATK  (13), ATK   1 bastard sword +3 (1d10) and 1 life drain +3, MV  near,  near, S +3, D +1, C +2, I +1, W +0, Ch Ch +1,  +1, AL  AL C  C Greater Undead. Undead. Immune to morale checks. Only damaged by silvered weapons or magic. Life Drain. Drain. 1d4 CON damage. Death if reduced to 0 CON.

WILL-O'-WISP Bobbing marsh lights animated

 A bipedal, wolf-faced humanoid

by evil spirits. They try to lead

covered in brown fur.

the living into danger.

 AC 12, HD  AC 12, HD 4  4 (18), ATK  (18), ATK  2  2 rend +3 (1d6), MV  double  double near, S +3, D +2, C +2, I +0, W +1, Ch Ch +0,  +0, AL  AL C  C Lycanthropy . If 12 or more damage from the same werewolf, contract lycanthropy.

 AC 13, HD  AC 13, HD 2  2 (9), ATK  (9), ATK  1  1 life drain +3,  near (y), S -3, D +3, C +1, I -1, MV  near W -1, Ch Ch -2,  -2, AL  AL C  C Life Drain. Drain. 1d4 CON damage. Death if reduced to 0 CON.

Immunities. Only damaged by Immunities. silvered weapons or magic.

203

 

WOLF  A giant canine with grey pelt,  yellow eyes, eyes, and dripping jaws.

 AC 12, HD  AC 12, HD 2  2 (9), ATK  (9), ATK  1  1 bite +2 (1d6), MV  double  double near, S +2, D +2, C +1, I -2, W +1, Ch Ch +0,  +0, AL  AL N Pack Hunter. Hunter. Deals +1 damage while next to an ally.

HYDRA   A towering, towering, amphibious reptile with a bouquet of snake heads writhing on long necks.

 AC 15,  AC  15, HD HD *,  *, ATK   ATK  1  1 bite (near) +6 (1d8), MV  near  near (swim), S +4, D +1, C +2, I -2, W +1, Ch Ch -2,  -2, AL  AL N  N Heads. Choose how many heads Heads. the hydra has. Each has 2 HD, AC 15, and can make 1 bite attack. A killed head sprouts into two new heads at the start of the hydra's turn unless cauterized beforehand. Treat the hydra's HD as all the heads combined. 204

 

 

Treasure

What 's the big deal? He 's not using it. "   -Ralina, halfling thief, prying a ruby from a skull  



211

 

 J

orbin fumed and huffed, lowering Ralina bit by bit. The rope groaned where it was wrapped around his waist and hands. "More slack!" Ralina called up. Jorbin let a few more lengths slide by by.. "Not that much!" Ralina shrieked a moment later. The dwarf growled an oath and hauled the rope back. Creeg sat cross-legged next to the pit and puffed on his pipe. "Fifty gold the dwarf skewers skewers her on o n the spikes," he said. Iraga, a holy templar of Saint Terragnis, cast a disdainful look at the wizard. "You know my beliefs on gambling, ga mbling,"" she said. She raised an index nger. "One hundred gold,

Inside the spike-lined shaft, the haling dangled

by her legs from the rope. She clutched a twinkling, grapefruit-sized sapphire. "See? Wasn't so hard!" she said. "And all of you  jabbering  jabbe ring about traps— traps—"" Behind Ralina, the altar that once held the jewel sank into the oor with

a mechanical grind. Everyone froze. Creeg's shout broke the silence: "Get her out!" The pit began trembling, shaking dust loose from the walls. Iraga and Jorbin f rantic rantically ally reeled in the rope, and Creeg reached down for Ralina's hand... Boom! The pit's walls slammed together with a bone-rattling thunderclap.

or you're a coward."

Next to it, the four crawlers lied in a tangled heap.

"I got it!" Ralina shouted from below. Everyone scrambled to look.

"Didn't even drop it," said

212

Ralina's mufed voice.

 

Treasure and XP MONSTER TREASURE

NO TREASURE

The tableto a monster usestreasure corresponds its number of hit dice. For example, a monster with 2 hit dice rolls on the Treasure 1-3 table. See pg. 214 for 214  for treasure tables.

Some monsters havemonsters no treasure. Wandering in particular have only a 50% chance of carrying treasure and thus providing XP.

Each treasure table entry has an abbreviation to show the treasure's quality for characters of the same level range as the monster's hit dice. P. P. poor  poor (0-1 XP), N. N. normal  normal (2 XP), F. F. fabulous  fabulous (3 XP), L. L. legendary  legendary (4 XP). Note that a treasure's XP value is contextual. The same pearl might be fabulous treasure to the party's 1st-level cleric but normal treasure to the party's 4th-level thief. There is no strict formula for calculating treasure's XP value. The GM's instinct on a treasure's quality is the best determinant. GMs should see Awarding XP on pg. 119 for 119 for more details.

TREASURE TABLES Optionally, the GM can randomly generate or choose treasure by rolling on the treasure table that matches a character's level. For example, a 6th-level wizard nds a treasure chest. The

wizard rolls on the Treasure 4-6 table to determine what's inside. Most "treasure drops" generally occupy one item slot (coins occupy 1 slot per 100), but the GM might determine otherwise.

MAGIC ITEM VALUE Characters can sell magic items for their listed values. However, magic items are rarely for sale for characters to buy and cost 2d6 times their listed values. 213

Treasure 1-3

 

TREASURE 1-3 d100 01

Details P. Bent, tin fork (1 cp)

02-0 02 -03 3 P. Mu Mudd ddy y tor orc ch (2 (2 cp cp)) 04-05 04 -05 P. Bag Bag of sm smoo ooth th pe pebb bble less (2 (2 cp) cp) 06-0 06 -07 7 P. 10 10 cp cp in in a gr grea easy sy po pouc uch h 08-09 0809 P. Rus Rusty ty lant lantern ern with with sha shatt tter ered ed glass glass (1 (1 gp) gp) 100-111

P. Silver to tooth (1 gp gp)

12-13

P. Dull dagger (1 gp)

14--15 14

P. Tw Two em empt pty y, gla glass ss via vials ls (6 (6 gp) gp)

16--17 16

P. 60 sp sp in a rotten boo oott

18--19 18

P. Sm Smal all, l, ha hand ndhe held ld mi mirr rror or (1 (10 0 gp) gp)

20-2 20 -211

P. Chi Chipp pped ed gr gre eat atax axe e (10 (10 gp gp))

22--23 22

N. 10 gp in a mol moldy dy,, woo wood d bo box

244-25 25 N. Ch Chip ip of an em emer eral ald d (10 (10 gp gp)) 26-27 2627 N. Lo Longb ngbow ow and bun bundle dle of 40 ar arro rows ws (10 gp) 28-29 2829 N. Dus Dusty ty,, lea leathe therr arm armor or dye dyed d blac black k (10 (10 gp) gp) 30-3 30 -311

N. Sc Scuf uffe fed, d, he heav avy y sh shie ield ld (1 (10 0 gp) gp)

32-3 32 -33 3

N. Sim Simple ple,, well well-ma -made de ba basta stard rd sw swor ord d (10 (10 gp)

34-3 34 -35 5

N. 12 12 gp gp in th the e pock pocket et of of a rip rippe ped d clo cloak ak

36-3 36 -37 7

N. Wav Wavyy-bl blad aded ed grea greats tswo word rd (12 (12 gp) gp)

38-39 3839 N. Pa Pair ir of elf elf-fo -forg rged ed sho shorts rtswo word rdss (14 (14 gp) 400-4 41

N. Go Gold lden en bo bowl wl (1 (15 5 gp gp)

42-43 N. Obsi 42-43 Obsidia dian n statu statuet ette te of Shun Shune e the the Vile Vile (15 (15 gp) gp) 44-4 44 -45 5 N. Unde Unders rsiz ized ed pe pear arll (20 (20 gp gp)) 214

 

TREASURE 1-3 d100

Details

46-4 46 -47 7 N. Jad Jade-a e-and nd-g -gol old d scar scarab ab pin pin (20 (20 gp) gp) 48-49 4849 N. Bag of 10 sil silve verr spik spikes es (2 (2 gp gp each each)) 50-53 N. Mithril locket with a painting of a haling (20 gp) g p) 54-55 N. Two nely forged dwarven shields (20 gp)

56-57 5657 N. Pa Pair ir of sil silve vered red dag dagger gerss (10 (10 gp ea each ch)) 58-59 5859 N. Co Coppe pper-a r-andnd-gol gold d mea mead d tan tanka kard rd (2 (20 0 gp) gp) 60-61

N. Bundle of ve red dragon scales (5 gp each)

62-63 6263 N. Ligh Light, t, war warm m cloa cloak k wov woven en of of spide spidersi rsilk lk (25 (25 gp) gp) 64-65 64 -65 N. Fin Fine e set set of ivo ivory ry gam game e piec pieces es (25 (25 gp) gp) 66-67 N. Half-nished suit of chainmail (30 gp) 68-69 N. Mat 68-69 Match ched ed trio trio of warh warham ammer merss (10 (10 gp ea each ch)) 700-71 71 N. Frag Fragme ment nt of a sap sapph phir ire e (30 (30 gp gp)) 72-7 72 -73 3

N. Set Set of of silk silk sli slipp pper erss and and a rob robe e (35 (35 gp) gp)

744-7 75

N. Silv Silver er-a -and nd-go -gold ld cir circl clet et (40 (40 gp) gp)

766-77 77 N. Rad Radia iant nt,, poli polish shed ed pea pearl rl (40 (40 gp gp)) 78-79 78 -79 N. Mith Mithril ril shie shield ld etch etched ed with with soar soaring ing drag dragons ons (40 (40 gp) gp) 80-81 8081

F. Gold Gold mo monk nkey ey idol idol with with a rub ruby y gripp gripped ed in its teet teeth h (60 (60 gp) gp)

82-8 82 -83 3 F. Fi Fine ne su suit it of ch chai ainm nmai aill (60 (60 gp) gp) 84-8 84 -85 5 F. Cr Crac ack ked em emer eral ald d (6 (60 0 gp gp)) 86-87 8687 F. Two lus lustr trous ous pe pear arls ls (4 (40 0 gp gp eac each) h) 88-8 88 -89 9 F. 1s 1stt-ti tier er spe spell ll scr scrol olll (80 (80 gp) gp) 90-91

F. Potion of Invisibility (80 gp)

92-9 92 -93 3

F. Ma Magi gic c wan wand, d, 2nd 2nd-ti -tier er spe spell ll (10 (100 0 gp) gp)

Cockatrice e (100 gp) 94-95 F. Egg of The Cockatric

96-97 L. +1 armor (benet, curse) (150 gp) Holding (virtue, aw) (150 gp) 98-99 L. Bag of Holding (virtue, L. +1 magic weapon (benet) (200 gp) 00

215

 

Mundane Items

 

Mundane treasure is any item that is valuable but not magical in nature. Luxury Items. Statues, Items. Statues, idols, paintings, tapestries, or even taxidermy can be worth a great deal to the right buyer. Luxury items can also include silk, ivory, rare elven wine, silver utensils, jewelery, masterwork weapons, crystal goblets, and nery that trades at a high price.

Gemstones. Gems are very Gemstones. Gems  valuable  valuab le and easier to to transport than statues or chests of coins, making them one of the most appealing types of treasure.

GEMSTONES Gemstone

Value

Pearl

40 gp

Emerald

120 gp

Ruby

200 gp

Sapphire

280 gp

Diamond Giant gem

360 gp x2

222

 

LUXURY ITEMS 2d20 Feature

Item

1

Golden

Life-sized humanoid gure

2

Etched-copper

1d4: 1. 1. tusk,  tusk, 2. 2. horn,  horn, 3. 3. fang,  fang, 4. 4. skull  skull

3

Dragonscaled

Altar, 1d4: 1. 1. Memnon,  Memnon, 2. 2. Ord,  Ord, 3-4 3-4.. Madeera

4

Gilded

Statuette, 1d4: 1. 1. fox,  fox, 2. 2. cat,  cat, 3. 3. dog,  dog, 4. 4. owl  owl

5

Bone-carved

1d4: 1. 1. chest,  chest, 2. 2. table,  table, 3. 3. lockbox,  lockbox, 4. 4. chair  chair

6

Amber-encased Icon, 1d4: 1. 1. Chaos,  Chaos, 2. 2. Neutrality,  Neutrality, 3-4. 3-4. Law  Law

7

Painting of

Bust, 1d4: 1. 1. god,  god, 2. 2. ruler,  ruler, 3. 3. hero,  hero, 4. 4. bard  bard

8

Silver

Egg, 1d4: 1. 1. dragon,  dragon, 2. 2. basilisk,  basilisk, 3-4. 3-4. griffon  griffon

9

Jade

1d4: 1. 1. charm,  charm, 2. 2. amulet,  amulet, 3. 3. locket,  locket, 4. 4. signet  signet

10

Tapestry of

Mask, 1d4: 1. 1. crow,  crow, 2. 2. jester,  jester, 3. 3. thief,  thief, 4. 4. god  god

11 12

White marble Ivory

1d4: 1. 1. mirror,  mirror, 2. 2. vase,  vase, 3. 3. pottery,  pottery, 4. 4. ewer  ewer 1d4: 1. 1. chalice,  chalice, 2. 2. plate,  plate, 3. 3. cutlery,  cutlery, 4. 4. mug  mug

13

Crystal

1d4: 1. 1. circlet,  circlet, 2. 2. ring,  ring, 3. 3. chain,  chain, 4. 4. torc  torc

14

Golden

Bottle, 1d4: 1. 1. wine,  wine, 2. 2. grog,  grog, 3. 3. mead,  mead, 4. 4. ale  ale

15

Dragonbone

1d4: 1-2. 1-2. scroll  scroll case, 2. 2. ink  ink pot, 3. 3. quill  quill

16

Holy relic

1d4: 1. 1. shield,  shield, 2. 2. helm,  helm, 3. 3. bracers  bracers 4. 4. greaves  greaves

17

Meteorite

1d4: 1. 1. lute,  lute, 2. 2. viol,  viol, 3. 3. harp,  harp, 4. ute

18

Masterwork

1d4: 1. 1. urn,  urn, 2. cofn, 3. 3. bier,  bier, 4. 4. sarcophagus  sarcophagus

19

Silk-wrapped

1d4: 1. 1. crown,  crown, 2. 2. scepter,  scepter, 3. 3. orb,  orb, 4. 4. throne  throne

20

Stained glass

1d4: 1-2. 1-2. beetle,  beetle, 3. buttery, 4. 4. spider  spider

Copper is worth trouble. Silver, suffering. Gold? Death!  "   -Jorbin, dwarf fighter, reciting a dwarven proverb

 “

223

Boons

 

Boons are non-monetary

XP VALUE

sources of value or benet.

Oaths. A favor owed by a Oaths. A unicorn, a title granted by a baron, or the promise of safe harbor by a dryad you helped.

A is based on itsboon's utility. XP Forvalue example, a favor promised by a member of the Thieves' Guild might be normal treasure, but a god's blessing would be legendary treasure.

Secrets. The identity of a Secrets. The murderer, the corrupt bishop's incriminating letters, or the True Name of a demon.

Blessings. An enchantment Blessings. An f rom a magical fountain, fountain, the ability to speak to birds gifted by a dryad. Blessings can be temporary or permanent.

d8

Details

OATHS

1

The Th e duk duke e wil willl pr proc ocur ure e you you an au audi dien enc ce wit with h the the qu quee een n

2

The Th e Cit City y Wat atch ch wi will ll pa pard rdon on a cr crim ime e you you'v 've e com commi mitt tted ed

3

A dry dryad ad wi will ll pr prot otec ectt you you wh whil ile e you you'r 're e in in her her gr gro ove

4

A Thi Thie eves es'' Gui Guild ld me mem mbe berr will will get get you in intto the the gem gem vau ault lt

5

 A unicorn will heal a grave grave wound or afiction

6

A dw dwarv arven en fo forg rgem emas astter wi will ll ma mak ke you you a spe spect ctac acul ular ar sw swor ord d

7

A bar baron on wi will ll gr gran antt you you th the e tit title le of kn knig ight ht or co cons nsta tabl ble e

8

The Th e Cir Circl cle e of of Mag Mages es wi will ll ma magi gica call lly y tel elep eport ort you an anyw ywhe here re

224

 

SECRETS 2d12

Detail 1

Detail 2

1

The True Name o  off

The king

2

The one manipulating

A powerful demon

3

The killer of

A legendary swordmaster

4

The impersonator of

The head of the church

5

The horrifying plan of

A mighty sorcerer

6

The secret location of

A rival adventuring party

7

The beloved of

The Thieves' Guild boss

8

Proof of the crimes by

A revered knight of St. Terragnis

9

The treasure hoard of

A famous dragon-slayer

10

The weakness of

The settlement's leadership

11 12

The secret identity of The one blackmailing

A fearsome lich-queen A cherished NPC

BLESSINGS d12

Details

1

Wraithsight. Y Wraithsight.  You ou can see invisible invisible and hidden hidden creatures creatures

2

Nine Lives. The next nine times you go to 0 HP, regain 1 HP

3 4

 You ou are immune to damage from f rom re Demonskin. Y Spiderwalk. You Spiderwalk.  You can crawl on walls and sheer surfaces

5

Merfolk's Kiss. Y Kiss. You ou can breathe breathe water water as though it were were air

6

Gede's Blessing. You Blessing. You can speak to and understand animals

7

 Arcane Eye. Eye. Three times per day, advantage to cast a spell

8

Shune's Mark. When Mark. When you kill a creature, heal 1d6 hit points

9

Ghostwalk. Once per day, turn incorporeal for 1d4 rounds

10

Death's Sting. You Sting. You are immune to the effects of poison

11

Rite of Rage. Once per day, deal double damage

12

Divine Halo. Hostile Halo. Hostile spells that target you are DC 15 to cast 225

 

 

Magic Item Attributes QUALITIES

RANDOM MAGIC ITEM

A can have some allmagic of the item following qualitie qualities. s. or Bonus. Magic armor and weapons can have a bonus from +0 to +3. Armor with a bonus adds that amount to the AC it grants. A weapon with a bonus adds that amount to its attack and damage rolls.

TYPE d6

benet.

Curse. A negative effect Curse. A bestowed on the item's wielder. Some magic items have a curse. Personality. A few magic Personality. A items are conscious and have personalities that include  virtues, aws, a trait, and an

alignment. Magic items with personalities can communicate telepathically telepat hically with their wielders. 226

Page

1

Armor

pg. 228

2

Potion

pg. 230

3

Scroll

pg. 232

4

Utility

pg. 234

5

Wand

pg. 232

6

Weapon

pg. 236

+0 items are the most frequent, f requent, and +3 items are very rare. Benet. A supernatural benet gifted to the item's wielder. Most magic items have at least one

Item

QUALITIES 2d6   Benet

Curse

2-3

-

1

4-7

1

1

8-11

1

-

12

2

-

PERSONALITY  2d6

Virtue

Flaw

2-3

-

1

4-7

-

-

8-11

1

1

12

1

-

 

MAGIC ITEM IDEA GENERA GENERATOR TOR 3d20

Name 1

Name 2

Name 3

1

The Crimson

Blade

of Thundering Death

2

The Ashen

Poultice

of Ages

3

Ortival's

Rite

of the Archmage

4

The Doom

Axe

of Destruction

5

The Twilight

Hammer

of Brak

6

The Astral

Wand

of Power

7

Krull's

Cape

of the Covenant

8

The Vicious

Tome

of the Wilds

9

Memnon's

Litany

of the Horde

10

The Blessed

Staff

of Blood

11 12

The Infernal Madeera's

Scroll Skull

of Time of the Lich Queen

13

The Whispering

Bow

of the Elders

14

The Unholy

Sword

of Madness

15

Shune's

Shield

of Withering

16

The Lost

Dagger

of Annihilation

17

Ord's

Armor

of the Dragon

18

The Righteous

Orb

of the Risen

19

The Demonic

Eye

of Elemental Fury

20

The Primordial

Elixir

of the Spirits

CONSUMABLES A creature must drink an entire potion or use an entire consumable item to gain its effects. The user decides the order in which the effects take place on a consumable item. 227

 

Designing Magic Items MAGIC ITEM QUALITIES Unique. All magic items should be distinct from f rom each other. other. Magic is mysterious, and so should be each magical dagger or spell scroll. Give them personalities, strange curses, or unique appearances. Power Level. A Level. A magic item's

benets should each be roughly

equivalent to a class talent in power and scope. Magic items can be mighty, but they should rarely eclipse what a character can contribute.

GAME-BREAKERS When designing magic items, there are several things to consider that can heavily impact Shadow  Shadowdark dark RPG's RPG's core systems. Darkvision or Light. Use Light. Use extreme caution with effects that obviate the need for torches or the light spell. Such effects remove the time pressure and resource management of tightly limited light sources. Magic items should not glow indenitely or provide an

unlimited way to see in the dark. Nature of Effects. Magical Effects. Magical effects that are passive riders (ongoing effects that always apply) are easier for players to manage than effects that need to be activated or that add a lot of additional rolls to gameplay.

Item Slots. The Slots. The amount of gear a character can carry ties into the time pressure of light sources and the importance of careful gear selection.

Avoid effects that could easily go forgotten or bog down the pace

Enhancing item slots can reduce these core challenges to mere speed bumps. Access to such

of the game by adding frequent f requent checks or rolls.

effects should be rare and limited.

240

 

Magic Items

 

 ALABASTER

 AMULET OF

DESTRIER

 VITALITY   VIT ALITY 

 A smooth, pearly statuette of a

 A gold amulet with a red ruby

running horse.

teardrop at its center.

Benet. Once per day, the Benet. Once wielder can speak the command word to turn the statuette into a pegasus that accepts neutral or lawful riders. The statuette

Benet. Your Constitution score Benet. Your becomes 18 (+4) while wearing this amulet.

remains in this form for 1 hour.

 AMULET OF SECRECY   A heavy, at pendant carved with a lidded eye.

Benet. You can't be detected Benet. You by divination magic such as the  scrying spell or a Crystal Ball  while wearing this amulet. Curse. You constantly have the Curse. You sensation of being watched.

 ARMOR OF SAINT TERRAGNIS Golden plate mail carved from head to toe with warrior angels.

Bonus. +3 plate mail. Only a lawful worshipper of Saint Terragnis can wear this armor. Benet. Hostile Benet.  Hostile spells that target you are DC 18 to cast. Once per month, you can summon an Avatar of Saint Terragnis (treat as an archangel) to ght by your side for 10

rounds.

St. Terragnis wore this armor to fight the Legion of the Ninth Circle. She triumphed that day. And so will we. "  -Iraga, half-orc cleric

 “

242

 

 ARMOR OF THE ONI

BAG OF DEVOURING

Black plate mail of lacquered,

 A worn, leather pouch with tight

ironwood panels. The helm's

drawstrings.

visor is the face of a snarling oni.

Curse. This bag devours and Curse. This destroys anything placed inside it in 1d6 rounds.

Bonus. +1 Bonus.  +1 plate mail. Benet. You can speak and Benet. You understand Diabolic. Your melee weapon attacks deal +1 damage. Curse. You have disadvantage Curse. You on attacks and spellcasting checks against demons.

BAG OF HOLDING  A worn, leather pouch with tight drawstrings.

Benet. This bag has an Benet. This interdimensional space inside that can hold up to 10 item slots. Curse. Placing this item inside Curse. Placing another Bag of Holding or a Portable Hole destroys both items and all held inside them.

BAG OF BADGERS  A gray, fraying sack matted with white, bristly hair.

Benet. Once per day, you can Benet. Once reach inside the bag and pull out an angry badger. You can throw the badger up to a near distance. The badger attacks the

BEAD OF FORCE  A marble with a blue ring of light glowing softly inside it.

Benet. You can throw this Benet. You bead at one target up to a near distance. If you hit, the target becomes caught in a resilient  sphere spell (pg. (pg. 73). 73).

nearest creature for 3 rounds before waddling away. 243

 

BLADE OF  VENGEANCE

BOOTS OF DANCING

 A gray blade with a diamond-

Fine, supple boots of sheepskin.

cut ruby in the crossguard. It

Curse. As soon as you don these Curse. As boots, you begin uncontrollably cavorting and dancing. You move randomly each turn and must pass a DC 15 Dexterity check to remove the boots.

whistles sharply with each slice.

Bonus. +2 bastard sword. Cannot be wielded by undead. Benet. You have advantage Benet. You on attacks against undead creatures with this sword. You can use the sword to cast turn undead once per day (+4 bonus). Personality. Lawful. Personality.  Lawful. Grim, suspicious. Forged as a failsafe against the Witch-Kings if they should fall to darkness, which they did. Demands they be slain.

BOOTS OF HOVERING Brown, sturdy boots polished to a sheen. Small, silver wings adorn the heels.

Benet. You can walk on an Benet. You insubstantial surface for 1 turn at a time. You fall through the surface if you end your turn on it.

BOOTS OF THE CAT Black, doeskin boots as thin and  soft as slippers.

Benet. You can jump up to a Benet. You near distance from a standstill.  Your  Y our checks checks to move move silently are are always easy (DC 9).

244

 

BRACERS OF  ARCHERY 

BRAK'S CUBE OF PERFECTION

Leather bracers embossed with

 A tiny cube with paintings of

 soaring hawks.

goblins on each face, each one

Benet. You deal +1 damage Benet. You with ranged weapons.

depicting transcendence in a physical or mental trait.

Benet. Roll the cube by rolling Benet. Roll a d6. Your corresponding ability score permanently increases to 18 (+4). 1. 1. Strength.  Strength. 2. 2. Dexterity.  Dexterity. 3. Constitution. 3.  Constitution. 4. 4. Intelligence.  Intelligence. 5. 5.   Wisdom. 6. 6. Charisma.  Charisma. After being rolled, Brak's Cube of

BRACERS OF DEFENSE

Perfection teleports to a random

location in the multiverse.

Steel bracers traced with dwarvish runes of protection.

Benet. You get a +1 bonus to Benet. You  your armor armor class.

BRAK'S BOOK OF MISSPELLS  A tome bound in ratskin that bears a jagged, glowing rune.

Curse. This spellbook contains Curse. This one scroll each of acid arrow (pg. pg.   58), 58 ), reball (pg. 64), 64), and  sleep (pg. 75). 75). When a wizard tries to cast or learn a spell from f rom these scrolls, the spell targets the caster on a success.

CIRCLET OF WISDOM  A thin, silver circlet set with a  shimmering, blue pearl.

Benet. Your Wisdom score Benet. Your becomes 18 (+4) while wearing this circlet. 245

 

CLOAK OF ELVENKIND

CRYSTAL BALL

 A hooded, billowing cloak

 A awless glass orb with roiling

that shifts colors to match its

images swirling inside it.

 surroundings.

Benet. Only wizards can use Benet. Only a Crystal Ball. You can use it to cast the scrying spell (pg. (pg. 74). 74). If you fail a spellcasting check to cast scrying, the Crystal Ball  ceases to function for a day.

Benet. Your checks to hide are Benet. Your always easy (DC 9). Once per day,  you can become invisible invisible for 5 rounds. The invisibility ends if  you attack attack or cast a spell.

CLOAK OF THE BAT  A leathery, black cloak that has a ragged hem and a hood with pointed ears.

Benet. You can y a near distance as your movement while in a shadowy area. Curse. Each time you use the cloak to y, roll a d20. On a result

of 1, you and your gear turn into a small bat for 3 rounds.

DAGGER OF THE GOBLIN HERO  A curved dagger with a halfmoon notch at the blade's base.

Bonus. +1 Bonus.  +1 dagger. Benet. You can speak Goblin. Benet. You All goblinoid creatures regard  you with a f riendly attitude attitude unless you do something to upset them. 246

 

EGG OF THE COCKATRICE

GENIE LAMP

 A blue, hard egg as big as a

 A tarnished, brass oil lamp.

coconut and heavy as a stone.

Benet. Rubbing the lamp Benet. Rubbing causes its resident djinni (50% chance) or efreeti ef reeti (50% chance) to emerge. A djinni grants its summoner one wish spell (pg. (pg. 77)) before disappearing. An 77 efreeti does the same, but only after being defeated in combat.

Benet. Once per week, you can Benet. Once speak a command word that causes a cockatrice to hatch and follow your commands for 5 rounds before ying away. The

egg repairs itself over one week.

FLYING CARPET  A richly woven, woven, red carpet with gold tassels.

Benet. The carpet ts two riders (one is the driver). It can y

double near on the driver's turn. Personality. Neutral. Playful, Personality. Neutral. mischievous. Enjoys visiting new places and gets restless without a frequent f requent change change in location.

GLOVES OF  AGILITY  Thin, leather gloves that seem to meld with the wearer's hands.

Benet. Your Dexterity score Benet. Your becomes 18 (+4) while wearing these gloves.

GOBLIN BOMB  A preserved rat stuffed with an

GAUNTLETS OF MIGHT Heavy, bronze gauntlets with engravings of Herculean giants.

Benet. Your Benet.  Your Strength score

explosive charge and a fuse.

Benet. You can light the Benet. You bomb's fuse and throw it a near distance. It explodes in 1d4 rounds, dealing 2d8 damage to everything in near range.

becomes 18 (+4) while wearing these gauntlets. 247 247

 

GREATAXE OF THE HORDE

HELM OF MIND READING

 A jagged greataxe carved from

 A reective helm carved with

a weighty dragon bone.

octopus-like tentacles. 

Bonus. +2 Bonus.  +2 greataxe.

Benet. You Benet.  You can cast the detect thoughts spell (pg. (pg. 62) 62) once per day (+4 bonus).

Benet. Once per day, you Benet. Once can turn a regular hit with this weapon into a critical hit. Curse. Each time you go below Curse. Each half your hit points, make a DC 12 Charisma check. On a failure,  you enter enter a battle battle rage for 1d4 rounds and must attack the nearest creature.

HAT OF INTELLECT  A oppy, pointed pointed hat with a wide brim.

Benet. Your Intelligence score Benet. Your becomes 18 (+4) while wearing this hat.

HORNED HELM OF RAMLAAT  A bloodstained helm made of a

HAT OF THE HOUND  A rounded, jaunty bowler hat.

Benet. You can transform into Benet. You a mastiff each day for up to 10 rounds total. Your clothing and possessions transform with you. 248

ram's skull. 

Benet. This helm grants you Benet. This a +1 bonus to your armor class.  You  Y ou have have advantage advantage on any any check you make to knock down creatures or objects. Curse. You feel compelled to Curse. You headbutt delicate objects.

 

HOURGLASS OF THE BLACK SANDS

 JEWEL OF BARBALT

 An ancient hourglass running

 A coconut-sized ruby cut with a

with obsidian sand. 

thousand facets.

Benet. Once per day, you can Benet. Once turn the hourglass when you cast a spell. The spell's effects last 1d4 rounds longer.

Benet. You roll a critical Benet. You success on an 18-20. Curse. You roll a critical failure Curse. You on a 1-3.

KYTHERIAN COG  A coin-sized, toothed wheel buffed to a silvery shine.

Benet. You start every session Benet. You with a luck token.

LONGBOW OF THE ELVEN KINGS  A deeply curved longbow with deer antler reinforcements. 

Bonus. +1 Bonus.  +1 longbow.

IMMOVABLE ROD  A short, iron rod with a button on one end.

Benet. When Benet.  When you click the button, the rod becomes xed in

space. Clicking the button again ends the effect.

Benet. You have advantage on Benet. You attacks with this bow against unnatural aberrations and outsiders. Personality. Neutral. Proud, Personality. Neutral. timeless. Believes protecting the natural order is the highest calling. Demands all aberration aberrationss be found and slain. 249

 

MAGIC INK 

MEMNON'S DISCORDANT BLADE

 A pot of glossy, black ink that

This barbed greatsword's red

disappears as it dries.

blade trails a shower of sparks

Benet. The ink's writing is Benet. The invisible when cool and can only be seen when warmed up by a nearby source of strong heat. There's There 's enough for 1d4 uses.

when swung to strike. 

MEMNON'S BLAZING JAVELIN This golden javelin occasionally blinks and wavers, briey turning into a bolt of lightning.  

Bonus. +1 javelin. Can only be Bonus. +1 wielded by a chaotic being. If you also wield Memnon's Discordant Blade and Memnon's Entropic Armor , it becomes a +3  javelin..  javelin Benet. Once per day, when Benet. Once  you throw throw this javelin, javelin, you you can choose for it to turn into a bolt of lighting as per the lightning bolt  spell (you do not have to make a spellcasting check). The javelin always returns to your hand after being thrown.

250

Bonus. +1 greatsword. Can only Bonus. +1 be wielded by a chaotic being. If you also wield Memnon's Entropic Armor  and  and Memnon's Blazing Javelin, it becomes a +3 greatsword. Benet. Once per day, you can Benet. Once utterly annihilate one creature of 9 hit dice or less that you damage with this blade. The creature can pass a DC 18 Constitution check to take 3d8 damage instead. Curse. You cannot relinquish Curse. You ownership of this blade unless it is taken from you by a creature that defeats you in combat. For each day you do not slay a 2 HD or greater creaure with this sword, you lose 1d6 hit points. These are restored only when you kill a 2 HD or greater creature with the sword.

 

MEMNON'S ENTROPIC ARMOR

MIRROR OF MISCHIEF

Deep blue plate mail traced

 A full-length mirror polished to a

with gold lightning motifs and

gleaming shine. Grinning, silver

red gems arrayed into the shape

demons grasp the mirror, their

of ames. 

claws forming its frame.

Bonus. +1 plate mail. Can only be Bonus. +1 worn by a chaotic being. If you also wield Memnon's Discordant Blade and Memnon's Blazing  Javelin, it becomes +3 plate mail.

Curse. The rst time a humanoid creature looks into this mirror, The mirror creates an evil and malicious duplicate of the creature. The duplicate can step f rom the mirror and is an exact copy of the subject (except for magical gear). The evil duplicate

Benet. Once per day, you can Benet. Once speak the armor's command word. Until your next turn, all non-magical weapons that strike you are instantly unmade, shattering into dust. You take no damage from them.

can live indenitely outside the

mirror.

MOONWROUGHT CHAINMAIL  A luminous jacket of chainmail as lightweight as a silk shirt. 

Bonus. +1 mithril chainmail. Bonus. +1 Benet. Once Benet.  Once per day, you can speak the armor's command word. You gain a +1 bonus to  your next next spellcasting check check or ranged attack.

251

 

NECKLACE OF CHARM

NIGHTCLOAK   ARMOR

 A gold, shbone chain that

Matte black leathers enchanted

 shimmers with subtle beauty.

to deepen and darken shadows.

Benet. Your Charisma score Benet. Your becomes 18 (+4) while wearing this necklace.

Bonus. +1 Bonus.  +1 leather armor.

NECROTIC MACE OF WITHERING  A wrought iron mace tipped with a heavy, screaming skull. 

Benet. Once per day, you may Benet. Once choose to automatically pass a Dexterity check to hide.

OBSIDIAN WITCHKNIFE  A glinting, obsidian blade that trails black smoke in thin curls. 

Bonus. Bonus. +1 Can only be wielded +1bymace. a chaotic cleric. Benet. While holding the Benet. While mace, you can turn cure wounds spells you cast into harmful magic that instead inicts the

same amount of damage it would heal. Curse. Each time you use the Curse. Each mace to cast an inverted cure wounds spell, you are haunted by nightmares that night. You must pass a DC 12 Wisdom check during your next rest or gain no benet from resting.

252

Bonus. +2 dagger. Cannot be Bonus. +2 wielded by a lawful being. Benet. When you cast a spell Benet. When while holding this dagger, you may wound yourself with it. Add the amount of damage you take to your spellcasting check.

ONYX DESTRIER  A polished, ebony statuette of a running horse.

Benet. Once per day, the Benet. Once wielder can speak the command word to turn the statuette into a nightmare that accepts neutral or chaotic riders. The statuette remains in this form for 1 hour.

   

OPHIDIAN  ARMOR

PIPES OF THE SEWERS

Glistening, smooth leather of

 A set of tarnished, brass pan

dappled emerald scales.

pipes with seven cylinders.

Bonus. +1 Bonus.  +1 leather armor.

Benet. Once per day, you can Benet. Once play these pipes to summon 2d6 giant rats. The rats obey you for d6 rounds, and then they scatter

Benet. You have advantage Benet. You on checks to avoid the effects of poison.

and ee.

PEARL OF POWER

Curse. If you stop playing while Curse. If the rats are present, they turn on  you and attack.

 A fat, opalescent pearl glowing with an inner radiance.

Benet. Once per day, you Benet. Once may regain the ability to cast a spell you have lost. This cannot restore a spell lost due to a critical spellcasting failure.

PORTABLE HOLE  A black, velvet square of cloth that unfolds into a wide circle.

Benet. The Benet.  The Portable Hole folds open on a at surface into a

PIPE OF THE

6-foot wide, 6-foot deep hole. It

ROLLING HILLS

has itemwhen slots of storage. The hole20 closes you fold the cloth into a small square.

 A long, curved pipe that smells of cloves and resin.

Benet. Up to three times per Benet. Up day, regain 1d4 hit points when  you smoke smoke this pipe. pipe.

Curse. Placing this item inside Curse. Placing a Bag of Holding or another Portable Hole destroys both items and all held inside them.

 “

There is nothing better than a pipe,aahalfling cheese,saying and a story. "  -Ralina, halfling thief, relating 253

 

POTION OF EXTIRPATION

POTION OF FORGETFULNESS

 An acrid, tarry substance in an

 A pink draught that swirls with

iron ask with a lead stopper.

a counter-clockwise current.

Benet. You Benet.  You can pour the potion

Benet. If you serve this potion Benet. If to an intelligent being and that being drinks it, the imbiber permanently forgets one memory of your choosing.

on one object or creature lling

up to a close area. The target is utterly removed from reality and cannot be returned by anything short of a wish spell. Personality. Chaotic. Protests Personality. Chaotic. loudly while being used and never agrees that the target is the right choice for extirpation.

POTION OF GIANT STRENGTH  A clay jar holding a stew of green, leafy sludge.

Benet. When you drink this Benet. When potion, your Strength score becomes 18 (+4) for one hour.

POTION OF HEALING  A glass bottle with a zzy, lemon-vanilla liquid inside.

POTION OF FLYING  A sunny liquid with bubbles that ash and pop like tiny stars.

Benet. You can y a near distance for 10 rounds when you drink this potion. 254

Benet. The imbiber of this Benet. The potion regains hit points based on their number of hit dice. 1-3 HD: 1d6 HD: 1d6 hit points. 4-6 HD: 2d8 HD: 2d8 hit points. 7-9 HD: 3d10 HD: 3d10 hit points. 10+ HD: 4d12 hit points.

 

POTION OF INVISIBILITY 

POTION OF  VITALITY   VIT ALITY 

This glass vial appears to be

 A crimson elixer that gently

empty, but a liquid audibly

thumps with a heartbeat.

 splashes around inside it.

Benet. When you drink this Benet. When potion, you permanently gain an additional hit die.

Benet. When you drink this Benet. When potion, you become invisible for 10 rounds or until you attack or cast a spell.

POTION OF LEGENDARY DEEDS

Curse. If you drink more than Curse. If one Potion of Vitality  in  in your lifetime, you must pass a DC 18 Constitution check each time or die instantly.

 A golden elixer that resonates with a faint, angelic chord.

Benet. When you drink this Benet. When potion, you gain one level and  your XP XP total resets resets to zero. zero.

POTION OF POLYMORPH  A pickled newt oats in this lavender ask of clear liquid.

Benet. When you drink this Benet. When potion, it casts the polymorph  spell (pg. (pg. 88) 88) on you with a duration of 1 hour instead of 10 rounds.

255

 

RING OF FEATHER FALLING

RING OF INVISIBILITY 

 A pearly ring carved in the

 A simple, gold band polished to

likeness of an owl feather.

a warm shine.

Benet. Once per day, the ring Benet. Once can cast feather fall (pg. 64) 64) on you when you fall.

Benet. Once per day, the ring Benet. Once can cast the invisibility  spell  spell (pg. (pg. 67)) on you. 67

Personality. Neutral. Fearful of Personality. Neutral. heights. Mentally hoots in an owl-like voice to stay away from the edge of cliffs and pits.

Curse. There is a cumulative Curse. There 1% chance each time you rest that your sleep is ruined by apocalyptic nightmares, and you gain no benet from resting.

This resets to a 1% chance each time it triggers.

RING OF RAMLAAT  A bone-carved ring with a ram

RING OF FIREBALLS  A bronze loop with claws holding a red marble. A ery miasma swirls inside the glass.

Benet. You can pluck the glass Benet. You marble from f rom the ring and throw it up to a far distance, causing a reball spell (pg. (pg. 64) 64) to bloom at the site of impact. The glass marble regrows after  you successfully successfully complete complete a rest. rest. 256

 skull. Its horns twist forward and red lights glow in its eye sockets.

Benet. Once per day, you can Benet. Once enter a rage where you deal double damage for 5 rounds. During the rage, you can't cast spells and enemies have advantage on melee attacks against you. Personality. Chaotic. Personality.  Chaotic. Aggressiv Aggressive, e, overcondent. Seeks to provok provoke e

 you and your enemies into battle.

 

ROBE OF THE ARCHMAGE  A red silk robe with a wide, goldhemmed mantle. Golden eyes and moons dust its sleeves.

Benet. Only a wizard with the Benet. Only Archmage title can wear this robe.  Your  Y our unarmored unarmored AC becomes becomes 15 plus your Dexterity modier.

Choose three spells you know. Their spellcasting DC is always 11.  Y  You ou disintegrate have advantage have advant spell. age on casting the

ROBE OF THE DRUID

ROBE OF THE SORCERER

 A green velvet velvet robe with a deep

 A black leather robe with a

hood and hems embroidered

 shadowed cowl and clawed

with silver leaves and vines.

clasps on thin, mithril chains.

Benet. Only a wizard with the Benet. Only Druid title can wear this robe.

Benet. Only a wizard with the Benet. Only Sorcerer title can wear this robe.

 Your  Y our unarmored unarmored AC becomes becomes 15

 Your  Y our unarmored unarmored AC becomes becomes 15

plus your Dexterity modier.

plus your Dexterity modier.

Twice per day, you can regain the ability to cast one lost spell.

When you cast a spell that deals damage, add your Intelligence

 You have  You have advantage advantage on casting the shapechange spell. When  you cast cast it, its duration is 1 hour instead of concentration.

modier to the total.

 You have  You have advantage advantage on casting casting the power word kill spell.

257

 

SCARAB OF PROTECTION

SHIELD OF THE LION

 A brooch made from f rom a horned

This shield is carved as a roaring

 scarab beetle dipped in gold.

lion's face with a owing mane.

Benet. If you die, make a DC Benet. If 18 Constitution check. If you succeed, you are unconscious instead of dead.

Bonus. +1 shield.

SCIMITAR OF THE ASH MOON This wide, curved blade has a  snarling efreeti ef reeti head on the bronze pommel.

Benet. Once per day, you can Benet. Once command the lion to animate and bellow a ferocious roar. All hostile creatures within near range must immediately make a morale check.

SHIELD OF THE WITCH-KING

Bonus. +3 greatsword.

 A jagged triangle of black steel

Benet. If you roll a critical hit Benet. If with this weapon, the target is beheaded. It dies instantly if decapitation would kill it.

with spiny, armored plates.

SHIELD OF THE CRUSADER  A weighty kite shield painted with a faded, crimson cross.

Bonus. +1 shield. Can only be wielded by a lawful being. Benet. Once per day, you can Benet. Once speak a prayer to wreathe the shield in ames, granting +2 to

 your AC for 3 rounds. 258

Bonus. +2 shield. Can only be wielded by a chaotic being. Benet. You take half damage Benet. You f rom undead creatures. creatures. Curse. If you go to 0 HP, the Curse. spirit of Ix-Natheer tries to steal  your body. body. He blocks healing healing magic from f rom affecting you. you. If you die, Ix-Natheer possesses you. Personality. Chaotic. The spirit Personality. Chaotic. of the witch-king Ix-Natheer animates this shield. He pounces on opportunities to betray his wielder so he can try to take over their body and return to unlife.

 

SHORTSWORD OF THE THIEF  A stubby, grey grey blade riddled with notches and scars.

Bonus. +1 shortsword. +2 if wielded by a haling or thief.

Benet. Once per day, regain a Benet. Once luck token you just spent.

SILVER MACE OF WRATH

SPHERE OF  ANNIHILATION  A two-foot, spherical void of pure darkness that hovers above

 A tarnished, silver mace with  seven anges in the shape of crescent moons.

Bonus. +1 mace. Benet. This weapon deals Benet. This double damage against creatures with lycanthropy.

the ground.

Benet. This sphere utterly Benet. This destroys all matter it touches. Intelligent beings can move the ying sphere a near distance

by passing a DC 18 Intelligence check. If multiple creatur creatures es vie for control of the sphere, it is an opposed Intelligence check, instead. The winner moves the sphere a near distance. Wizards have advantage on this check. If the sphere moves into a space occupied by a creature, the being controlling the sphere makes an attack roll against that creature with a +7 bonus. On a hit, the creature is obliterated. 259

 

SPYGLASS OF TRUE SIGHT

STAFF OF ORD

 A brass, telescoping lens with an

 A tapered, mithril staff that

eye sigil emblazoned on it.

resonates with arcane power.

Benet. When you look through Benet. When the spyglass, you can see invisible creatures and objects.

The tip features an upward-

Curse. The wielder feels a Curse. The compulsion to look at everything through the spyglass.

looking eye in a circle of runes.

Bonus. +3 staff. Can only be Bonus. +3 wielded by a wizard. Benet. Functions Benet.  Functions as a wand of dimension door  (pg.  (pg. 63), 63), reball (  (pg. pg. 64), 64), sending (  (pg. pg. 74), and telekinesis (  (pg. pg. 76). 76). Unlike a wand, the staff remains intact if you roll a 1 on your spellcasting checks. Hostile spells targeting you are DC 18 to cast.

STAFF OF HEALING  A knotted, oak stave with a heavy knurl on one end.

Bonus. +1 Bonus.  +1 staff. Benet. Once per day, you can Benet. Once touch a creature with the staff to heal it for 1d6 hit points. 260

 

STAFF OF THE COBRA 

THE KYTHERIAN MECHANISM

 A curved scepter tipped with a

 A towering, towering, brass platform

ruby-eyed, aring cobra head.

mounted with countless cogs

Bonus. +1 Bonus.  +1 staff.

and gears speckled in blue-

Benet. All snakes regard you Benet. All with a friendly attitude unless  you do something to to upset them. Once per day, you can throw the staff to the ground. It becomes a giant snake for 5 rounds that obeys your mental commands. If the giant snake goes to 0 HP, it reverts into a staff. Curse. You have disadvantage Curse. You on attacks and casting hostile spells targeting snakes.

SWORD OF THE ANCIENTS  A chipped and rusting blade with an oiled leather grip.

Bonus. +2 Bonus.  +2 longsword. Benet. The sword is Benet. The unbreakable and can carve through any material. The owner can summon the sword to their hand if it's on the same plane.

green rust.

Benet. A Benet.  A handle turns The Kytherian Mechanism's mighty wheels, but it doesn't function until its seven missing Kytherian Cogs are replaced. Once functional, activating the mechanism allows the operator to undo one event of their choosing from f rom history. history. Then, the seven Kytherian Cogs magically scatter to far-ung locations.

THE MALEDICTION INFERNAL  A black, leatherbound tome with a grinning demon face embossed on the cover.

Benet. A chaotic being who Benet. A reads this tome gains a level and learns the Diabolic language. A non-chaotic being who reads this book must pass a DC 18 Wisdom check or lose one level. After being read, the tome teleports to a far-ung location.

261

 

THRICE-BLESSED SWORD

TOME MORDANTICUS

 A lustrous, golden-handled

 A hand-drawn bestiary of the

blade anointed with the tears,

multiverse's most notable

incense, and prayers of the holy.

creatures and people.

Bonus. +3 longsword. Only a Bonus. +3 lawful cleric who has achieved the Templar title can wield this sword.

Benet. When you read the Benet. When tome, you learn three True Names (  (pg. pg. 263) 263) of three beings you choose.

Benet. You deal double Benet. You damage against demons, devils, and undead.

 Your True Name also appears in  Your the book after reading it.

Personality. Lawful. Personality.  Lawful. Virtuous, naive. Refuses to be wielded against worshippers of lawful gods, especially self-procla self-proclaimed imed converts. Demands each foe be given the chance to convert before being slain.

Personality. Neutral. Pedantic, Personality. Neutral. fussy. The book constantly tries to escape its owner and can telepathically reach out a near distance to any creature.

TOME OF GEHEMNA   A sturdy, russet volume volume held by metal clasps. A golden eye in a circle adorns the cover.

Benet. Each day, a random Benet. Each wizard spell scroll appears inside the tome, replacing the spell scroll from f rom the prior day. day. Personality. Neutral. Instructive, Personality. Neutral. technical. Drones on about the obscure points of spellcasting and has an opinion on every wizard's technique. 262

 

TOME OF HADEBE

TRUE NAME

 A brass-plated book with pages

The secret, unique name borne

of etched copper leaf.

by a creature and documented

Benet. The tome contains one Benet. The each of the following scrolls: burning hands (  (pg. pg. 60), 60), reball (  (pg. pg. 64), 64), and prismatic orb (  (pg. pg. 71). 71).

in The Covenant. Few creatures

TRIDENT OF THE SEAS  A three-pronged, mithril harpoon studded with pearls.

know their own True Names.

Benet. You have advantage Benet. You on attack rolls and spellcasting checks targeting a creature whose True Name you utter.

WAND OF UNLIFE The knobby bone-nger of a

Bonus. +2 javelin.

 swamp troll steeped steeped in acrid

Benet. You can breathe Benet. You underwater, as well as speak to and understand wild sea creatures.

embalming uid.

Once per day, you can cast

Curse. Each Curse.  Each time you use

control water (pg. 61) 61) with a

the wand to cast a spell, you temporarily lose 1 point of Constitution until you complete a rest. If you reach 0 Constitution from this effect, you die and turn into a zombie.

+4 bonus.

Benet. This wand contains the Benet. This spells animate dead (  (pg. pg. 58) 58) and create undead (  (pg. pg. 62). 62).

263

 

WAND OF WARDING

WARHAMMER OF THE DWARF LORDS

 A thin, weighty rod of dark iron

 A boxy hammer with a stout

inscribed with spiraling runes.

handle and leather throwing

Benet. This wand contains the Benet. This spells dispel magic (  (pg. pg. 63) 63) and protection from energy  (pg.  (pg. 72). 72 ).

 strap. It hums with a baritone

Curse. Each time you fail a Curse. Each spellcasting check with this wand, you also lose the ability to cast a random spell you know until you complete a rest.

Benet. This weapon has the Benet. This thrown property (pg. (pg. 41) 41) to a near distance. It always returns to your hand after being thrown.

WAR HORN OF THE ANGELS  An opalescent ox horn capped with a golden mouthpiece.

Benet. Only a lawful being can Benet. Only wield the horn. Once per day,  you can blow the ho horn rn) with to cast cast rebuke unholy  (pg.  (pg. 73 73) a +4 bonus. A demon or devil who hears the horn has disadvantage on its opposed check against your rebuke unholy spellcasting check.

264

resonance when spun.

Bonus. +1 warhammer. +2 if wielded by a dwarf.

 Your  Y our attacks attacks with this this weapon weapon deal double damage against giants.

 

WELL OF MANY WORLDS  A dark circle of cloth that seems to create a tunnel through the  surface it lies upon.

Benet. The Benet.  The Well of Many Worlds folds Worlds  folds open on a at

surface into a 6-foot wide hole. Creatures can jump into the hole once per day each to be transported to a random plane of existence.

WRAITH CHAIN  A chain shirt of black, mithril links that seem to merge together into a sheet of smoke.

Bonus. +1 mithril chain. Benet. Once per day, you may Benet. Once cause an attack that hits you to miss instead.

265

 

ShadowDark Character Sheet

Name ____________________ Level ______

Race _____________

XP _____ / _____

Background Back ground __________________

HP

Class _____________

Title ____________ Alignment _______ Deity _____________________ ___________________________ ______

 AC

 ATTACKS  ATTAC KS

STR ST R DEX DE X

TALENTS / SPELLS

CON INT IN T WIS CHA  CH A  GEAR

Empty Slots _______ GP: SP: CP:

Free to Carry 

 

_______________________ Name _____________________

HP

 ATTACKS/  ATTACK S/TALE TALENTS NTS

Race ______________________ ________________________ Background _______________

 AC

Alignment _________________

STR ST R

DEX DE X

CON

INT IN T

WIS

CHA  CH A 

GEAR

Name ______________________

HP

 ATTACKS/TA  ATTACKS /TALEN LENTS TS

Race _______________________ Background _______________

 AC

Alignment _________________

STR ST R

DEX DE X

CON

INT IN T

WIS

CHA  CH A 

GEAR

0-Level Characters

 

ShadowDark Character Sheet

Marlow Biggins Name ____________________ Level ______ 1

XP _____ / _____ 10

Title ____________ Robber Alignment _______ N

Herbalist Background Back ground __________________

HP STR ST R

12

+1

DEX DE X

17

+3

CON

Thief  Class _____________

Haling Race _____________

Gede Deity _____________________ ___________________________ ______

 AC

 ATTACKS  ATTAC KS • Dagger, +3 (N), 1d4

5

14

TALENTS / SPELLS Stealthy. Once per day, you can become invisible for 3 rounds.

12

+1 Backstab. +1 dice of damage against creatures unaware of your presence.

INT IN T

7

-2

WIS

6

-2

CHA  CH A 

9

-1

GEAR • Leather armor • Dagger (2) • Flint & steel • Torch • Ration • Iron spikes (10) • Grappling hook

Thievery. Advantage on checks to climb, sneak, hide, apply disguises, and perform delicate tasks.

Languages. Common.

3 Empty Slots _______ • Rope, 60'

GP: SP: CP:

9

Free to Carry 

• Backpack • Thieves' tools

 

ShadowDark Character Sheet

Clara Fletcher Name ____________________ Level ______ 1

Human Race _____________

XP _____ / _____ 10

Title ____________ Alignment _______ Squire L

Orphaned Background Back ground __________________

Saint Terragnis______ Deity _____________________ ___________________________

HP STR ST R

16

+3

DEX DE X

7

-2

CON

Fighter Class _____________

 AC

9

14

 ATTACKS  ATTAC KS • Bastard sword, +4, 1d6/1d8 + 1 • Javelin, +3 (N), 1d6

TALENTS / SPELLS Weapon Mastery. Mas tery. +1 to hit and damage with a bastard sword (already included).

15

+2 Grit. Advantage on Strength checks to overcome an opposing force.

INT IN T

8

-1

WIS

8

-1

CHA  CH A 

11

+0

GEAR • Chainmail • Bastard sword • Javelin (3) • Shield • Flint & steel • Torch • Pole, 10'

Human Talent. +1 AC with shields (already included).

Languages. Common, Elvish.

3 Empty Slots _______ • Ration • Grappling hook • Rope, 60'

GP: SP: CP:

4

Free to Carry 

• Backpack

 

ShadowDark Character Sheet

Axidor Amriel Name ____________________ Level ______ 1

Elf Race _____________

Title ____________ Apprentice Alignment _______ N

XP _____ / _____ 10

Gladiator Background Back ground __________________

HP

Ord Deity _____________________ ___________________________ ______

 AC

 ATTACKS  ATTAC KS • Staff , -1, 1d4

STR ST R

9

-1

DEX DE X

11

+0

CON

Wizard Class _____________

3

10

TALENTS / SPELLS Farsight. +1 to spellcasting checks (already included).

11

+0 Spellcasting. Cast a wizard spell by rolling 1d20 + 5. The DC is 10 + spell's tier.

INT IN T

18

+4

WIS

15

+2

Tier 1 Spells. Magic missile: ADV to cast, Far range, 1d4 damage. Mage armor: AC becomes 14 for 8 hours. Sleep: Near area, living creatures 2 HD or less fall asleep.

+1

Languages. Common, Elvish, Sylvan, Reptilian, Orcish, Draconic, Diabolic.

CHA  CH A 

12

GEAR • Staff • Flint & steel • Torch • Ration • Rope, 60' • Glass bottle • Bag of caltrops

2 Empty Slots _______  

GP: SP: CP:

8

Free to Carry 

• Backpack

 

ShadowDark Character Sheet

Elbin Grizzlegut Name ____________________ Level ______ 1

Dwarf Race _____________

XP _____ / _____ 10

Title ____________ Acolyte Alignment _______ L

Cult Initiate Background Back ground __________________

Madeera ______ Deity _____________________ ___________________________

HP STR ST R

15

+2

DEX DE X

10

+0

CON

Cleric Class _____________

 AC

5

15

 ATTACKS  ATTAC KS • Mace, +2, 1d6 • Crossbow, +0 (F), 1d6, reload skip mv.

TALENTS / SPELLS Stout. Advantage on rolls to gain additional maximum hit points.

11

+0 Spellcasting. Cast a cleric spell by rolling 1d20 + 4. The DC is 10 + spell's tier.

INT IN T

7

-2

WIS

17

+3

Tier 1 Spells. Cure wounds: Touch heals 1d6. Shield of faith: +2 AC for 5 rounds. Turn undead: Undead CHA vs. your spellcasting check or ee, destroyed if

fail by 10+ points.

CHA  CH A 

7

GEAR • Chainmail • Shield • Mace • Crossbow • Bow bolts (20) • Flint & steel • Ration

-2

Languages. Common, Dwarvish, Celestial.

3 Empty Slots _______ • Iron spikes (10) • Grappling hook • Rope, 60'

GP: SP: CP:

3

Free to Carry 

• Backpack

 

ShadowDark Character Sheet

Zarduun the Red Race _____________ Half-Orc Name ____________________ Level ______ 1

Title ____________ Alignment _______ Adept C

XP _____ / _____ 10

Banished Background Back ground __________________

HP STR ST R

9

-1

DEX DE X

10

+0

CON

Wizard Class _____________

7

Ramlaat ______ Deity _____________________ ___________________________

 AC

 ATTACKS  ATTAC KS • Dagger, +1 (N), 1d4 + 1

10

TALENTS / SPELLS Mighty. +1 to attack and damage with melee weapons (already included).

18

+4 Spellcasting. Cast a wizard spell by rolling 1d20 + 2. The DC is 10 + spell's tier.

INT IN T

15

+2

WIS

10

+0

CHA  CH A 

13

GEAR • Dagger (2) • Flint & steel • Torch • Hand mirror • Crowbar • Ration

+1

Tier 1 Spells. Burning hands: Circle of re Close around you, 1d6. Floating disk:  Disk follows you, 20 item slots. Magic missile: ADV to cast, Far range, 1d4. Light: Object glows like torch, 1 hour. Languages. Common, Orcish, Goblin, Thanian, Diabolic, Primordial.

2 Empty Slots _______  

GP: SP: CP:

5

Free to Carry 

• Backpack

 

ShadowDark Character Sheet

Iggs Yark Name ____________________ Level ______ 1

Goblin Race _____________

XP _____ / _____ 10

Title ____________ Alignment _______ Knave C

Scout Background Back ground __________________

HP STR ST R

6

-2

DEX DE X

17

+3

Fighter Class _____________

2

Memnon ______ Deity _____________________ ___________________________

 AC

 ATTACKS  ATTAC KS • Longbow, +4 (F), 1d8 + 1

16

TALENTS / SPELLS Keen Senses. You can't be surprised.

CON

8

-1

Weapon Mastery. Mas tery. +1 to hit and damage with a longbow (already included).

INT IN T

6

-2

Grit. Advantage on Dexterity checks to overcome an opposing force.

WIS

13

+1

CHA  CH A 

15

+2

GEAR • Chainmail • Longbow • Arrows (40) • Flint & steel

Languages. Common, Goblin.

1 Empty Slots _______ GP: SP:

• Ration

• Oil ask

CP:

3

Free to Carry 

• Backpack

 

ShadowDark Character Sheet

Torson Oakbane Name ____________________ Level ______ 1

Human Race _____________

XP _____ / _____ 10

Title ____________ Warrior Alignment _______ N

Barbarian Background Back ground __________________

HP STR ST R

16

+3

DEX DE X

13

+1

CON

Fighter Class _____________

10

Gede Deity _____________________ ___________________________ ______

 AC

 ATTACKS  ATTAC KS • Greataxe, +5, 1d8 + 1 • Javelin, +4 (N), 1d6

14

TALENTS / SPELLS Weapon Mastery. Mas tery. +1 to hit and damage with a greataxe (already included).

15

+2 Grit. Advantage on Strength checks to ovecome an opposing force.

INT IN T

14

+2

WIS

13

+1

CHA  CH A  10

+0

GEAR • Chainmail • Greataxe • Javelin (3) • Flint and steel • Torch • Ration

Human Talent. +1 to melee and ranged attacks (already included).

Languages. Common, Giant.

7 Empty Slots _______  

GP: SP: CP:

1

Free to Carry 

• Backpack

 

ShadowDark Character Sheet

Liria Muldoon Name ____________________ Level ______ 1

Human Race _____________

XP _____ / _____ 10

Title ____________ Footpad Alignment _______ L

Noble Background Back ground __________________

HP STR ST R

7

-2

DEX DE X

16

+3

CON

Thief   Class _____________

Madeera ______ Deity _____________________ ___________________________

 AC

 ATTACKS  ATTAC KS • Dagger, +3 (N), 1d4

2

14

TALENTS / SPELLS Backstab. +1 dice of damage against creatures unaware of your presence.

11

+0

INT IN T

16

+3

WIS

12

+1

CHA  CH A 

13

+1

GEAR • Leather armor • Dagger (2) • Grappling hook • Rope, 60' • Ration • Flint and steel • Torch

Thievery. Advantage on checks to climb, sneak, hide, apply disguises, and perform delicate tasks.

Languages. Common, Thanian.

1 Empty Slots _______ GP: SP: CP:

10

Free to Carry 

• Backpack • Thieves' tools

 

Writing, design, and layout: Kelsey layout: Kelsey Dionne © 2022.

Not for resale or redistribution. Permission granted to print or copy for personal use only.

Trade dress: Brandish dress: Brandish Gilhelm.

Notice of Open Game Content: Content: This  This product contains Open Game Content, as dened in

Cover art: Lucas art: Lucas Korte. Interior art: Lucas art: Lucas Korte, Matt Ray, and Abdul

the Open Game License Version 1.0a, below. Open Game Content may only be Used under and in terms of the Open Game License  version 1.0a.

Latif. Fonts: JS Blackletter font © Jeff Lee, 1001fonts. Fonts: JS com. Old Newspaper Types font © Manfred Manf red Klein, fontsarena.com. Montserrat font family © Julieta Ulanovsky, Sol Matas, Juan Pablo del Peral, Jacques Le Bailly. Dedication: To my wife, Jessee, for supporting and encouraging this project from day one. To The Arcane Library Discord users for playtesting, theorizing, listening to my insane ramblings, and wholeheartedly creating their own Shadowdark RPG material. To the faithful Circle: Doc, Scott, Brian, Jake,  Jesse, Matt, Paul, Dason. To the wise Council: Alex, Joe, B. To Lauren for being my best f riend, covensister, and fellow adventurer.

Designation of Open Game Content: Subject Content: Subject to the Product Identity Designation herein, the following material is designated as Open Game Content. (1) all game mechanics and descriptions of game-rule effects required to be Open Game Content as part of the game rules (2) all previously released Open Game Content, material required to be Open Game G ame Content under the terms of the Open Game License, and public domain material anywhere in the text. Product Identity Designation: This Designation: This Product Identity Designation includes, but is not limited to, the following items that are hereby identied as Product Identity, as dened in

the Open Game License version 1.0a, Section 1(e): All trademarks, registered trademarks, proper names (characters, artifacts, place names, new deities, monsters, organizations, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, logos, and trade dress. Elements that have previously been designated as Open Game Content are not included in this declaration.

To Brandish at Runehammer Games for bringing about a new RPG design era. To the Fairhill Four for reminding me why I love gaming: BJ, Hessick, Bennett, and Teri. To all the hammers that were destroyed in the making of this tome.

276

Shadowdark RPG Third-Party License:  License:  Publishers who abide by the terms of the Shadowdark Shadowdar k RPG Third-Party License may freely reuse and reference the specied

Product Identity from this text, as well as the mechanics and game rules of Shadowdark RPG.

 

OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

6. Notice of License Copyright: Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the

1. Denitions: (a)"Contributors" Denitions: (a)"Contributors" means the copyright and/or

COPYRIGHT NOTICE of any original Open Game Content you

trademark owners who have contributed Open Game Content;

Distribute.

(b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modication, correction, addition,

extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identied as Open Game Content by

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7. Use of Product Identity: You Identity:  You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

but specically excludes Product Identity. (e) "Product Identity"

8. Identication Identication:: If you distribute Open Game Content You

means product and product line names, logos and identifying

must clearly indicate which portions of the work that you are

marks including trade dress; artifacts; creatures characters;

distributing are Open Game Content.

stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of

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characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, environments,

any Open Game Content originally distributed under any version of this License.

creatures, equipment, magical or supernatural abilities or effects,

10. Copy of this License: You License:  You MUST include a copy of this License

logos, symbols, or graphic designs; and any other trademark or

with every copy of the Open Game Content You Distribute.

registered trademark clearly identied as Product identity by the owner of the Product Identity, and which specically excludes

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the Open Game Content; (f) "Trademark" means the logos,

the Open Game Content using the name of any Contributor

names, mark, sign, motto, designs that are used by a Contributor

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to identify itself or its products or the associated products products

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contributed to the Open Game License by the Contributor (g)

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terms of this agreement. 13. Termination: This License will terminate automatically if You 2. The License: This License: This License applies to any Open Game Content

fail to comply with all terms herein and fail to cure such breach

that contains a notice indicating that the Open Game Content

within 30 days of becoming aware of the breach. All sublicenses

may only be Used under and in terms of this License. You must

shall survive the termination of this License.

afx such a notice to any Open Game Content that you Use. No

terms may be added to or subtracted from this License except

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as described by the License itself. No other terms or conditions

unenforceable, such provision shall be reformed only to the

may be applied to any Open Game Content distributed using this

extent necessary to make it enforceable.

License. 3. Offer and Acceptance: By Acceptance:  By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In Consideration:  In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty royalt y f ree, non exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If Contribute:  If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/  or You have sufcient rights to grant the rights conveyed by this

15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. Shadowdark RPG © 2022 The Arcane Library, LLC.

END LICENSE

License.

277

   

 

Random Ran dom Enc Encoun ounter terss Cre Creatu atures res Roll 1d6. 1 = random encounter. • Unsafe. Unsafe. Check  Check every 3 rounds.

 ABILITIES Score

 

Modier

• Risky. Risky. Check  Check every 2 rounds.

1-3

-4

• Deadly. Deadly. Check  Check every round.

4-5 6-7

-3 -2

DISTANCE

8-9

-1

Starting Distance

10-11

0

1

Close

12-13

+1

2-4

Near

14-15

+2

5-6

Far

16-17

+3

18+

+4

d6

 ACTIVITY   ACTIVITY  2d6

Activity  

2-4

Hunting

5-6

Eating

7-8

Building/nesting

9-110 9-

Socializing/playing

LANGUAGES Language

Speakers

Common

Humanoids

Dwarvish

Dwarves

Elvish

Elves

Giant

Giants

Goblin Merran

Goblinoids Aquatic folk

Orcish

Orcs

Reptilian

Reptile folk

Attitude

Sylvan

Fey folk

0- 6

Hostile

Thanian

Beast folk

7-8

Suspicious

Celestial (R)

Angels

9

Neutral

Diabolic (R)

Demons

10-11 12+

Curious Friendly

Draconic (R)

Dragons

Primordial (R)

Elder th things

11

Guarding

12

Sleeping

REACTION 2d6 + CHA mod

 

XP FOR TREASURE QUALITY  Quality

XP

Level 1

Level 5

Level 10

Poor

0-1

Bag of rocks

Bag of copper

Bag of silver

Normal

2

20 gp

50 gp

80 gp

Fabulous

3

2 pearls

2 emeralds

2 giant rubies

Legendary

4

Magic sword

Flying carpet

The Staff of Ord

NPC NAMES BY RACE d20

Dwarf

Elf

Goblin   Haling Half-Orc Human

1

Hera

Sarenia

Kog

Myrtle

Boraal

Hesta

2

Torin

Ravos

Dibbs

Robby

Troga

Matteo

3

Ginny

Imeria

Fronk

Nora

Zoraal

Rosalin

4 5

Gant Olga

Farond Isolden

Ir v Percy Squag Daisy

Urgan Krell

Endric Kiara

6

Dendor

Kieren

Mort

Jolly

Scalgin

Yao

7

Ygrid

Mirenel

Vig

Evelyn

Voraga

Corina

8

Pike

Riarden

Sticks

Horace

Morak

Rowan

9

Sarda

Allindra

Gorb

Willie

Draga

Hariko

10

Brigg

Arlomas Yogg

Gertie

Sorak

Ikam

11

Zorlin

Sylara

Plok

Peri

Ulgar

Mariel

12

Yorin

Tyr

Zrak

Carlsby

Varga

Jin

13

Jorgen

Rinariel

Dent

Nyx

Kresh

Hana

14

Trogin

Saramir

Krik

Kellan

Jala

Lios

15

Riga

Vedana

Bort

Fern

Torvash

Indra

16

Barton

Elindos

Mizzo

Harlow

Zana

Remy

17

Katrina

Ophelia

Nabo

Moira

Gartak

Nura

18

Egrim

Cydaros Hink

Sage

Rokara

Vakesh

19

Elsa

Tiramel

Kreeb

Reenie

Ziraak

Una

20

Orgo

Varond

Bree

Wendry

Iskana

Nabilo

 

ShadowDark RPG Core Rules

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