Shadow Dark
March 1, 2023 | Author: Anonymous | Category: N/A
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Description
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 modier.
Dying Death Timer. 1d4 Timer. 1d4 + CON modier 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 modier.
That’s called making a check check.. The GM chooses the check's ability and a number called a difculty class (DC DC). ). If the total of your d20 roll + ability modier
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 dening 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 modier)) from -4 to +4. modier Strength. Physical Strength. Physical power.
Characters at zero HP die die in in Dexterity. Agility, Agility, reexes. reexes. Constitution. Endurance, Constitution. Endurance, resistance to injury.
1d4 + Constitution modier
(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 difculty 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 benets 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 modier
(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 modier (treat any CON modier 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 modier on your character
sheet.
ABILITIES Score 1-3
Modier -4
4-5
-3
6-7
-2
a modier 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 denes your role in
to the eternal conict 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 personications 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 halings 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 reect 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 modier. 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 Haling 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, inuence, 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
Haling
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 modier. To cast a cleric cleric spell spell you know, make a spellcasting check by rolling 1d20 + your Wisdom modier.
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 sacrice 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).
sacrice 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 Petrication! Petrication! 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 sacrice 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 classied 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 modies 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 specic 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.
afiction 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 reecting 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, difcult, and dark. Big sacrices, 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 specic
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 terried 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 difcult 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
inuence 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 conicting 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 modier 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.
modier. 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.
benet 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 campre that
can't be moved once lit. A campre 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 difculty
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 modier + 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 modier + talent
ROLL INITIATIVE! After surprise turns, the GM calls for new initiative. Everyone makes a Dexterity check (the GM uses the highest Dexterity modier 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 quafng 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 modier.
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 modier
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. Difcult 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 difcult
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 benets.
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 difculty 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
Benet 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 reected 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 (haling 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 modier. 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 modier 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 modier.
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): Denitely! 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 modier.
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 modier, 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 selshness,
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 decit.
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 tries.
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 difculty
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 innite innite
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 modier 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 inuence their attitude, one of
the interacting characters may add their Charisma modier to modier 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 specic 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
Electried eld
Confusing reections
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 reect
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 cofn 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 difcult it is to harm them.
ABIL AB ILITY ITY SC SCOR ORES ES Monsters have modiers 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
Reects spells
Blood-draining bite
11
Burrows
Electried 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 dening
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 modier.
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 difculty.
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 catsh 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 buttery 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 haling 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 mufed 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 haling (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 (benet, curse) (150 gp) Holding (virtue, aw) (150 gp) 98-99 L. Bag of Holding (virtue, L. +1 magic weapon (benet) (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. cofn, 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. buttery, 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 benet.
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 afiction
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
benet.
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. Benet. A supernatural benet gifted to the item's wielder. Most magic items have at least one
Item
QUALITIES 2d6 Benet
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
benets 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 indenitely 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.
Benet. Once per day, the Benet. Once wielder can speak the command word to turn the statuette into a pegasus that accepts neutral or lawful riders. The statuette
Benet. Your Constitution score Benet. 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.
Benet. You can't be detected Benet. 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. Benet. Hostile Benet. 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. Benet. You can speak and Benet. 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.
Benet. This bag has an Benet. 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.
Benet. Once per day, you can Benet. 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.
Benet. You can throw this Benet. 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. Benet. You have advantage Benet. 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.
Benet. You can walk on an Benet. 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.
Benet. You can jump up to a Benet. 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
Benet. You deal +1 damage Benet. You with ranged weapons.
depicting transcendence in a physical or mental trait.
Benet. Roll the cube by rolling Benet. 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.
Benet. You get a +1 bonus to Benet. 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.
Benet. Your Wisdom score Benet. 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.
Benet. Only wizards can use Benet. 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.
Benet. Your checks to hide are Benet. 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.
Benet. 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. Benet. You can speak Goblin. Benet. 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.
Benet. Rubbing the lamp Benet. 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.
Benet. Once per week, you can Benet. 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.
Benet. 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.
Benet. Your Dexterity score Benet. 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.
Benet. Your Benet. Your Strength score
explosive charge and a fuse.
Benet. You can light the Benet. 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 reective helm carved with
a weighty dragon bone.
octopus-like tentacles.
Bonus. +2 Bonus. +2 greataxe.
Benet. You Benet. You can cast the detect thoughts spell (pg. (pg. 62) 62) once per day (+4 bonus).
Benet. Once per day, you Benet. 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.
Benet. Your Intelligence score Benet. 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.
Benet. You can transform into Benet. You a mastiff each day for up to 10 rounds total. Your clothing and possessions transform with you. 248
ram's skull.
Benet. This helm grants you Benet. 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.
Benet. Once per day, you can Benet. Once turn the hourglass when you cast a spell. The spell's effects last 1d4 rounds longer.
Benet. You roll a critical Benet. 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.
Benet. You start every session Benet. 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.
Benet. When Benet. When you click the button, the rod becomes xed in
space. Clicking the button again ends the effect.
Benet. You have advantage on Benet. 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
Benet. The ink's writing is Benet. 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, briey 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 Benet. Once per day, when Benet. 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. Benet. Once per day, you can Benet. 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
Benet. Once per day, you can Benet. 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 indenitely outside the
mirror.
MOONWROUGHT CHAINMAIL A luminous jacket of chainmail as lightweight as a silk shirt.
Bonus. +1 mithril chainmail. Bonus. +1 Benet. Once Benet. 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.
Benet. Your Charisma score Benet. 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.
Benet. Once per day, you may Benet. 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. Benet. While holding the Benet. While mace, you can turn cure wounds spells you cast into harmful magic that instead inicts 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 benet from resting.
252
Bonus. +2 dagger. Cannot be Bonus. +2 wielded by a lawful being. Benet. When you cast a spell Benet. 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.
Benet. Once per day, the Benet. 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.
Benet. Once per day, you can Benet. Once play these pipes to summon 2d6 giant rats. The rats obey you for d6 rounds, and then they scatter
Benet. You have advantage Benet. 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.
Benet. Once per day, you Benet. 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.
Benet. The Benet. 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.
Benet. Up to three times per Benet. 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.
Benet. You Benet. You can pour the potion
Benet. If you serve this potion Benet. 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.
Benet. When you drink this Benet. 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.
Benet. You can y a near distance for 10 rounds when you drink this potion. 254
Benet. The imbiber of this Benet. 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.
Benet. When you drink this Benet. When potion, you permanently gain an additional hit die.
Benet. When you drink this Benet. 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.
Benet. When you drink this Benet. 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.
Benet. When you drink this Benet. 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.
Benet. Once per day, the ring Benet. Once can cast feather fall (pg. 64) 64) on you when you fall.
Benet. Once per day, the ring Benet. 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 benet 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.
Benet. You can pluck the glass Benet. 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.
Benet. Once per day, you can Benet. 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, overcondent. 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.
Benet. Only a wizard with the Benet. Only Archmage title can wear this robe. Your Y our unarmored unarmored AC becomes becomes 15 plus your Dexterity modier.
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.
Benet. Only a wizard with the Benet. Only Druid title can wear this robe.
Benet. Only a wizard with the Benet. 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 modier.
plus your Dexterity modier.
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.
modier 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.
Benet. If you die, make a DC Benet. 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.
Benet. Once per day, you can Benet. 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
Benet. If you roll a critical hit Benet. 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. Benet. Once per day, you can Benet. 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. Benet. You take half damage Benet. 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 haling or thief.
Benet. Once per day, regain a Benet. 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. Benet. This weapon deals Benet. This double damage against creatures with lycanthropy.
the ground.
Benet. This sphere utterly Benet. 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.
Benet. When you look through Benet. 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. Benet. Functions Benet. 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. Benet. Once per day, you can Benet. 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-
Benet. All snakes regard you Benet. 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. Benet. The sword is Benet. 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.
Benet. A Benet. 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.
Benet. A chaotic being who Benet. 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.
Benet. When you read the Benet. When tome, you learn three True Names ( (pg. pg. 263) 263) of three beings you choose.
Benet. You deal double Benet. 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.
Benet. Each day, a random Benet. 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
Benet. The tome contains one Benet. 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.
Benet. You have advantage Benet. 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
Benet. You can breathe Benet. 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.
Benet. This wand contains the Benet. 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
Benet. This wand contains the Benet. 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.
Benet. This weapon has the Benet. 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.
Benet. Only a lawful being can Benet. 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.
Benet. The Benet. 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. Benet. Once per day, you may Benet. 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 _____________
Haling 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 dened 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 identied as Product Identity, as dened in
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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 specied
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.
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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
Modier
• 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 Haling 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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