Shadowdark PRG (O Jogo)
Shadowdark PRG (O Jogo)
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reeg lifted his Icy fear stabbed into
C guttering torch
high. The light
danced over the stone
door looming before him.
Creeg's guts. No time.
He sucked in a breath
and pushed on the door
with all his strength, half-
expecting some hidden
A carved demon’s face scythe or stone block to
leered down from the crash down on him.
portal's moldering surface,
fangs bared. But the portal rumbled
open, and no scythe or
“You’re sure it’s safe?” he stone block fell.
whispered to Ralina, who
stood two paces behind Beyond the threshold,
him. She crouched forward heaps and piles of gold
on her toes, poised to leap and jewels glittered in the
aside. torchlight like a thousand
spider eyes.
“I checked it twice,”
she said. “No traps. The “Jiraal's Hoard,” Creeg
demon’s just for decor.” whispered, eyes wide. “The
story was true!”
Creeg raised an eyebrow.
“Then why are you “We need you, wizard!”
standing like the floor's Ralina cried.
about to drop away?”
Creeg spun to see a mob
Jorbin’s deep voice cut of slavering, gray-skinned
in from the edge of the ghouls lurching from the
torchlight. “No time! darkness, tongues lashing
They’ve caught our trail!” and claws seeking blood.
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Adventuring
CRAWLERS Do you see a suit of armor in an
alcove? Maybe you lift the helm's
Those who dare the lost halls
visor and make sure nothing is
and caverns of the Shadowdark
looking back at you.
are called by many names.
Crawlers, delvers, explorers,
Do you hear faint voices behind
adventurers, treasure hunters.
a rotting, wooden door? Maybe
you creep up and press your
In this chapter, you'll learn how
ear against it to hear what's
to crawl with the best of them.
happening on the other side.
Whether you're exploring a
lightless barrow mound or the
Is a band of orcs chasing you
Shrouded Forest of Eld, the rules
and your companions down
herein will guide you.
a hallway? Maybe tearing the
decrepit tapestries from the
OUTSIDE THE SHEET walls will hamper their pursuit.
The first step to crawling
None of the above ideas are
is understanding your
listed on a character sheet.
environment and imagining an
Although you should use your
action you want to take.
stats, spells, gear, and talents,
Don't simply scour your don't limit yourself only to those.
character sheet for ideas and
options! Your crawling career ONWARD!
depends on your ability to "think
The next sections detail the
outside the sheet."
core rules of Shadowdark RPG.
Armed with your dice and your
Imagine what you would really
wits, you're ready to learn the
do if you were in your character's
legendary art of crawling. Stride
situation.
boldly into the darkness!
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Rolling the Dice
ADVANTAGE CANCELING
When you have advantage on a If you have both advantage and
roll, it means you're in a strong disadvantage on a roll, they
position to succeed. cancel each other out.
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Luck Tokens
Sometimes the GM awards
a luck token to a player for
exceptional roleplaying, heroism,
or just plain coolness.
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Making Checks
WHEN TO ROLL? DIFFICULTY CLASS
Usually, you succeed at what The four standard DCs represent
you're trained to do without how difficult an action is.
needing to roll a check.
Easy, DC 9. Leaping a narrow
For example, a wizard is always chasm, sneaking up on an
able to read magical runes, and inattentive guard.
a thief always finds a trap if
searching in the right area. Normal, DC 12. Kicking open a
stuck door, picking a poor lock.
If you take the time to scan the
sky for threats or examine a Hard, DC 15. Swimming against
stretch of wall for a secret door, a strong current, giving first aid
you simply succeed. to stop a character from dying.
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Time
REAL TIME TIME PASSES
Time passes in the game world Every moment in the game
at the same pace it's passing in doesn't have to be accounted for
the real world. One minute or in real time.
hour of game time is equal to
one minute or hour in real time. For example, if the characters
want to spend 10 minutes
This matters for tracking light examining a room from top to
sources, because most light bottom, the GM and players can
sources only last for one hour of agree that time passes.
real time.
When time passes, the GM and
If you can't track real time in players move any timers down
your game, assume one hour is by that amount.
equal to 10 rounds.
Minutes Pass. Effects with a
duration of rounds expire. The
TURNS AND ROUNDS
GM rolls one random encounter
A turn is a player's moment to check that occurs on a 1-3 on a
describe what their character d6 while this time is passing.
does to the GM. Players act one
by one on each of their turns. Hours/Days Pass. Effects with a
duration shorter than the time
Some turns need a bit of room passed expire. The GM uses
to breathe. A character who overland travel rules to check for
is speaking with someone encounters that occur while this
can make a few reasonable time is passing (see pg. 90).
exchanges back and forth.
After resolving encounters, the
A round completes when each game world fast-forwards to the
person has taken one turn. new point in time.
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Turn Order
INITIATIVE GM TURN
Shadowdark RPG is played in 1. The GM counts down any
turn order right from the start. timers not tracked by players.
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Crawling
THE SHADOWDARK LIGHT SOURCES
The Shadowdark is any place Most light sources last for up
where darkness, danger, and to an hour of real time and
myth reign supreme. illuminate a limited area.
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MOVEMENT CONDITIONS
Distances. Distances are broken Some effects impose a condition
up into close (5 feet), near (up on a character, such as blindness
to 30 feet), and far (within sight from a blast of fungal spores
during an encounter or scene). or the inability to move while
tangled in a giant spider web.
Climbing. Strength or Dexterity
check to climb half your speed. Advantage and disadvantage
Fall if you fail by 5+ points. apply to most situations, as does
common sense.
Falling. You take 1d6 damage for
every 10 feet you fall. For example, a blinded character
has disadvantage on tasks
Moving Through. You can move requiring sight, and a character
freely through allies. You must stuck in a giant spider web can't
pass a Strength or Dexterity move until freed.
check to move through enemies.
ACTIONS
Swimming. Swim half speed
(requires a STR check in rough While crawling, characters can
water). Make a CON check each take actions that might include:
round you hold your breath. On
a failed CON check, 1d6 damage • Prying a gem from a statue
a round until you exit the hazard. • Sneaking up on a slumbering
manticore
REGROUP • Swimming to the bottom of
During crawling rounds, the GM an oily pool of water
can ask the players if they want • Tapping on a suspicious wall
to regroup. To regroup, any PCs to check for a hidden door
within eyesight or earshot of • Scanning a room for signs of
each other who are able to move hidden enemies
freely may immediately move
• Giving a rousing speech to a
within near of each other. Then,
group of fearful townsfolk
initiative continues as normal.
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Resting
RESTING DANGER LEVEL
Injured characters can rest to Characters can rest anywhere,
recover from their wounds. To but doing so inside a dungeon
rest, a character must consume or perilous environment carries a
a ration and sleep for 8 hours. 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 While the characters are resting
a turn on watch. in a dangerous environment, the
Game Master checks for random
Interruption. Each stressful encounters using the overland
interruption of rest (including travel cadence:
combat) requires an affected
character to make a DC 12 Unsafe. Check every 3 hours.
Constitution check.
Risky. Check every 2 hours.
On a failure, the character
consumes a ration but gains no Deadly. Check every hour.
benefit from resting.
CAMPFIRE
Success. A character who
In many cases, adventurers need
successfully rests regains all
a light source while resting.
lost hit points and recovers any
Characters can combine three
stat damage (all stat damage
torches into a campfire that
is temporary unless described
can't be moved once lit.
otherwise).
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Stealth and Surprise
HIDING AND DETECTING
SNEAKING Detecting a hiding or sneaking
Creatures who are hiding creature requires the searcher to
or sneaking must succeed actively look or listen.
on Dexterity checks to go
undetected by other creatures Looking in the right place
within eyesight or earshot. automatically reveals a hidden
creature. Otherwise, the
The GM determines the searcher must succeed on a
frequency and difficulty Wisdom check to perceive a
of the check based on the sneaking or hiding creature.
environment.
SURPRISE
The GM might secretly roll
A creature who begins its turn
the check for a character if
undetected has the advantage
knowledge of the outcome
of surprise. If combat hasn't
impacts the situation.
started yet, those with surprise
Hiding Limitations. Creatures take one turn before the combat
can't hide while other creatures initiative roll (see Combat
are able to see them, even at a Initiative! on pg. 88).
casual glance.
A creature has advantage on
It might also be impossible to attack rolls against surprised
hide if there's nowhere for a targets.
creature to stay out of sight.
Attacking from hiding gives
away the attacker's position
afterwards unless the GM
determines otherwise.
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Combat
When a fight breaks out, ACTIONS
combat rounds begin!
Melee Attack. Melee attacks
use melee weapons. Roll 1d20 +
DETERMINE your Strength modifier + talent
SURPRISE bonuses. You hit the target if
The GM determines if any your total is equal to or greater
creatures are unaware of each than its AC.
other. A creature who surprises
another takes one turn before a Ranged Attack. Ranged attacks
new initiative order is rolled. use ranged weapons. Roll 1d20 +
your Dexterity modifier + talent
bonuses. You hit the target if
COMBAT INITIATIVE! your total is equal to or greater
After surprise turns, the GM than its AC.
calls for new initiative. Everyone
makes a Dexterity check (the Cast A Spell. Casting a
GM uses the highest Dexterity spell takes one action (see
modifier of any monsters). Spellcasting on pg. 44).
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Overland Travel
The world is still perilous for TRAVEL PER DAY
fortune-seekers outside the
PCs can travel for up to 8 hours
gloomy Shadowdark. When
a day. They must pass increasing
traveling overland, these rules
CON checks to push further.
add to the crawling rules.
Hexes are 6-miles across.
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Downtime
Between adventures, you LEARNING
can choose to undertake one
Your character may wish to learn
downtime activity.
a new skill during downtime.
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Carousing
When you return from the OUTCOMES
Shadowdark, you can carouse to
Each character gains the XP
celebrate your heroic exploits.
noted for their result along with
any other ill or positive effects.
To carouse, each participant
pitches in for the cost of the
If the group decides to play out
event. Then, each participant
the results of an individual roll,
rolls 1d8 + the event's bonus to
the entire carousing group is
determine their own outcome.
usually present for the events.
CAROUSING EVENT
Cost Event Bonus
30 gp A worthy night of drinking and festivity +0
A full day and night of revelry, gambling,
100 gp +1
and recounting your exploits
Two days of crawling dozens of taverns
300 gp +2
to sing, buy rounds, and celebrate
A three-day voyage into the finest food,
600 gp +3
drink, and gambling you can find
A hazy, weeklong bender that runs
900 gp +4
multiple well-known taverns dry
A spirited fete lasting ten days that
1,200 gp attracts hordes of revelers and takes +5
over an entire town or a city district
Two legendary weeks of drinking and
debauchery widespread enough to take
1,800 gp over a whole city. It attracts countless +6
celebrants, including famous nobles
and bards; the streets run red with wine
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CAROUSING OUTCOME
d8 Outcome Benefit
1 You wake up blearily in your bed Gain 2 XP
You're locked in the stocks for 1d4
2 days and fined 20% of your total Gain 2 XP
wealth for setting a building on fire
3 You wake up in a gutter with 15% of
your total wealth spent Gain 3 XP
4 You hazily remember donating 10% of
your total wealth to a glib priest Gain 3 XP and a
5 You're fined 10% of your total wealth priest ally
for starting a full-tavern brawl
Gain 3 XP and be
6 The Thieves' Guild bilked you for 5%
of your total wealth barred from a tavern
7 You led an entire tavern in a wildly
insulting song about a disliked noble Gain 4 XP
8 You survived a blindfolded knife-
throwing demonstration unscathed Gain 4 XP and a
famous bard ally
9 By talent (50%) or trickery (50%), you
beat a rival crawler in a test of skill Gain 4 XP and a luck
10 An angry wizard cast a deadly spell at token
you, but you reflected it off your cup
Gain 5 XP and an
11 You performed a humiliating prank
on a despised and corrupt merchant NPC ally or enemy
12 You defeated a noble in a highly Gain 5 XP and a luck
wagered drinking contest
token
You pulled off an ill-advised heist Gain 5 XP and an ally
in the City Watch
Gain 5 XP and a debt
owed by the noble
Gain 6 XP and an 80-
13 100 item from your
inside a feared sorcerer's tower
treasure table
You wake up deep inside the local Gain 6 XP and a 90-
ruler's stronghold holding one of 100 item from your
14+
their priceless family heirlooms. treasure table, if you
Footsteps approach escape
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Wizards and Thieves
In smoky gambling dens, GAMEPLAY
raucous taverns, and dim back
The active player declares wizard
alleys, the clatter of dice signals
or thief before rolling 3d6.
a game of Wizards and Thieves.
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Example of Play
In this gameplay example, a GM: The stone door in front of
group of 1st-level crawlers are you is about six feet tall and
exploring a damp tomb they covered in slimy chunks of moss.
discovered beneath the ruins of
Myre Castle. PC (Iraga): I'm holding my torch
up so Jorbin can see.
The players are playing Jorbin
(dwarf fighter), Ralina (halfling PC (Jorbin): Thanks, Iraga. No
thief), Iraga (half-orc priest), and time to waste — I'm going to
Creeg (human wizard). kick the door wide open!
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GM: You're up, Ralina. Everyone rolls a d20 and adds
their Dexterity modifier.
PC (Ralina): I peek my head in
past the door. Do I see anything GM: Woohoo, natural 20! None of
dangerous... or valuable? you beat that, so I'm up.
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PC (Jorbin): Time to meet my GM: The scum jelly barely seems
axe! I barrel into the room and to notice your dagger, almost as
chop down into the pool [rolls a if it didn't hurt it...
d20]... and roll a natural 1.
PC (Creeg): Not good. Maybe
PC (Iraga): Uh oh! stabbing attacks can't injure it?
GM: Jorbin, your foot slips on the PC (Iraga): You know what St.
slimy edge of the pool and you Terragnis says: "Kill it with fire!"
fall in! One of the tendrils tries to I sheathe my sword and spring
wrap around your neck — roll a back to grab the torch off the
normal DEX check to escape. wall. Can I lunge forward and jab
it into the jelly?
Jorbin rolls an 8 on the d20 and
adds his -1 Dexterity modifier. GM: Absolutely. Make an attack
roll with it like a melee weapon.
PC (Jorbin): A 7. Normal is DC 12,
right? Looks like it got me! Iraga rolls 1d20 plus her STR
modifier, getting a total of 14.
GM: The tendril latches on and
drags you toward the pond's PC (Iraga): Its AC is 13, so I hit!
center! Ralina, what do you do? How much damage?
PC (Ralina): We better take care GM: I'd say a lit torch does 1d4
of this thing before it eats Jorbin! damage from the flames.
I stab it with my dagger!
PC (Iraga): [Rolls] 4 damage!
Ralina rolls a 10 on a d20 and
adds +3 for her attack bonus. GM: The jelly writhes and sizzles
from the burn! Now I need you
PC (Ralina): Does a 13 hit? to roll a d6 to see if the torch
extinguishes. 1-3 is bad.
GM: That's its exact armor class,
so yes! Roll 1d4 damage! PC (Iraga): Oops. Forgot about
that. [Rolls a 2] Well... it's
PC (Ralina): [Rolls] 3, not bad! suddenly very dark in here.
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PCs (everyone): Oh no! GM: Jorbin, it'd normally be your
turn, but you're out cold. Roll a
GM: Looks like it's my turn. d4 plus your CON mod to see
Jorbin, the tendril wrapping how many rounds until you die.
around your neck constricts. You
take [rolls a d4] 2 damage. PC (Jorbin): [Rolls] 3 rounds.
Ralina, you're up next! Save us!
PC (Jorbin): No attack roll?
PC (Ralina): It's up to me! I
GM: No, that tendril already has fumble around in my backpack
you in its clutches. But the jelly and pull out a spare torch, plus
has to roll for its second tendril! flint and steel. Can I light it?
It can see in the dark and you're
off your feet, so it has advantage. GM: You're working by feel, so
[Rolls] Does an 18 hit you? make a DC 12 DEX check. Your
Thievery talent would normally
PC (Jorbin): Urk. Yes. give you advantage on this, but
the blinding darkness cancels it.
GM: [Rolls a d6] Yikes, 6 damage!
PC (Ralina): [Rolls] Success! A
PC (Jorbin): That takes me to 0 blaze of torchlight fills the room!
hit points. Dwarf down, you all!
PC (Iraga): Just in time for me
GM: Creeg, it's your turn! to plunge into the scum to cast
cure wounds on Jorbin.
PC (Creeg): This is why you
always bring a wizard. I cast the Iraga rolls a 12 on her d20 and
light spell on the end of my staff! 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! Jorbin, you
wake up with [rolls a d6] 3 HP.
PC (Creeg): That was a DC 11
spell! Not enough. The magic PC (Jorbin): Thanks, Iraga! Now
fizzles out, and I can't cast light I just have to break free of this
again until we finish a rest. jelly and introduce it to my axe!
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