πŸŒ™ Dark

SHADOWDARK RPG

Comprehensive Rules Reference

βš™οΈ Core Mechanics

Basic Roll

d20 + Stat Modifier β‰₯ DC = Success

The Six Stats

  • STR: Physical power, melee attacks, forcing doors, lifting, swimming
  • DEX: Agility, ranged attacks, AC, initiative, stealth, balance
  • CON: Endurance, hit points, resist poison, hold breath
  • INT: Logic, wizard spells, first aid, recall information, survival
  • WIS: Instinct, priest spells, spot hidden, hear noise, sense danger
  • CHA: Appeal, social interaction, resist mental control, perform

When to Roll

You only roll when:

  • The action has a negative consequence for failure
  • The action requires skill
  • There is time pressure

If you have time to carefully search or are trained in something, you often just succeed without rolling!

Stat Modifiers

ScoreModifier
3-4
4-5-3
6-7-2
8-9-1
10-11+0
12-13+1
14-15+2
16-17+3
18+4

🎯 Difficulty Classes

DifficultyDCExample
Easy9Leap narrow chasm, sneak past inattentive guard
Normal12Kick open stuck door, pick a poor lock
Hard15Swim against current, give first aid
Extreme18Climb slippery cliff one-handed

Special Rolls

  • Natural 20: Critical success! Double weapon damage dice or spell effect
  • Natural 1: Critical failure! Attack misses, spells may cause mishaps
  • Advantage: Roll twice, use higher result
  • Disadvantage: Roll twice, use lower result

βš”οΈ Combat

Combat Sequence

  1. Check surprise: Unaware creatures are surprised
  2. Surprise turns: Surprising creatures act once
  3. Roll initiative: Everyone rolls DEX check, highest goes first, then clockwise
  4. Take turns: Act in initiative order

Your Turn

  • Count down any personal timers (spells, effects)
  • Take one action (attack, cast spell, improvise)
  • Move up to near (30 feet) - can split before/after
  • Move near twice if skipping action
  • Free actions: speak, stand up, draw weapon, drink potion

Attack Rolls

Melee: d20 + STR mod + bonuses β‰₯ Target AC
Ranged: d20 + DEX mod + bonuses β‰₯ Target AC

Damage & Effects

  • Most weapons deal 1d6 damage
  • Critical Hit (nat 20): Double weapon damage dice
  • Critical Miss (nat 1): Miss, might hit ally!
  • Knockout: Can choose to KO instead of kill at 0 HP

Armor Class

ArmorACNotes
No armor10 + DEX modβ€”
Leather11 + DEX modβ€”
Chainmail13 + DEX modDisadvantage on stealth
Plate15Can't swim, disadvantage on stealth
Shield+2Uses one hand

Terrain & Cover

  • Half cover: Disadvantage to hit target
  • Full cover: Can't target at all
  • Difficult terrain: Half movement speed

πŸ’€ Death & Dying

At 0 Hit Points

  • Fall unconscious immediately
  • Roll 1d4 + CON mod (minimum 1 total)
  • This is your death timer in rounds
  • You die when the timer reaches zero unless stabilized or healed

While Dying (Each Turn)

  • Player rolls d20 on their turn
  • Natural 20: Miraculous recovery! Rise with 1 HP
  • Any other result: Death timer counts down by 1

First Aid (Stabilize)

  • Who: Any intelligent creature can attempt
  • Range: Must be at close range (5 feet)
  • Roll: DC 15 INT check
  • Success: Target stops dying (timer pauses), remains unconscious
  • Failure: No effect, can try again next turn
  • Stabilized characters wake up when healed above 0 HP

Healing the Dying

  • Any healing that brings HP above 0 = character wakes up
  • No longer dying, can act normally
  • Cure Wounds spell is most common healing method

Morale (Enemies)

  • Trigger: When reduced to half their number or HP
  • Roll: DC 15 WIS check (leader's modifier for groups)
  • Failure: Enemies flee the battle

✨ Spellcasting

How to Cast

Wizard: d20 + INT mod β‰₯ (10 + spell tier)
Priest: d20 + WIS mod β‰₯ (10 + spell tier)

Casting a spell takes your action for the turn.

Spell Results

  • Success: Spell takes effect normally
  • Failure: Spell fails, can't cast it again until after rest
  • Natural 20: Critical! Double one numerical effect
  • Natural 1: Critical failure!

Critical Failures

Wizard Natural 1:

  • Can't cast that spell again until rest
  • Roll on Mishap table (varies by tier)
  • Example mishaps: explosion damage, target self, lose random spell

Priest Natural 1:

  • Deity is displeased!
  • Can't cast that spell until penance + rest
  • Penance: holy quest, sacrifice, or ritual

Focus Spells

  • Some spells last as long as you maintain focus
  • Check at start of turn to maintain
  • Check if damaged or distracted
  • Can't cast other focus spells while maintaining one
  • Failure ends spell (but doesn't lose it like normal failure)

Spell Tiers & DCs

TierDC to CastSpell Level
1111st-2nd level
2123rd-5th level
3136th-7th level
4148th-9th level
51510th level

Scrolls & Wands

  • Scrolls: One use, consumed after casting attempt
  • Wands: Reusable, stops working on failure until rest
  • Must be on your spell list to use
  • Same DC as casting the spell normally

πŸ”¦ Light & Darkness

Light Sources

  • Torch: Near distance, 1 hour real time
  • Lantern: Double near distance, needs oil
  • Only track one timer at a time

Total Darkness

  • Disadvantage on most tasks
  • Random encounter every round
  • Most monsters can see in darkness
Light timers use real world time - when your torch has been lit for one actual hour, it burns out!

πŸƒ Movement & Distance

Distance Categories

  • Close: 5 feet (melee range, touching distance)
  • Near: Up to 30 feet (one move, thrown weapons)
  • Far: Within sight during encounter (bows, spells)

Special Movement Rules

Climbing

  • Make STR or DEX check to climb
  • Move at half speed while climbing
  • If you fail by 5+ points, you fall!
  • Take 1d6 damage per 10 feet fallen

Swimming

  • Swim at half speed in calm water
  • Make STR check in rough/fast water
  • Hold breath for CON modifier rounds (min 1)
  • After breath runs out: CON check each round
  • Failure = 1d6 damage per round until you surface

Moving Through Creatures

  • Allies: Move freely through their spaces
  • Enemies: Need STR or DEX check to push through
  • Can't end movement in occupied space

Other Movement

  • Difficult terrain: Costs double movement (mud, ice, rubble)
  • Falling: 1d6 damage per 10 feet
  • Jumping: Usually automatic, check if risky

πŸ•οΈ Rest & Recovery

Requirements

  • Sleep 8 hours
  • Consume 1 ration
  • DC 12 CON check if interrupted

Benefits

  • Regain all lost HP
  • Recover stat damage
  • Refresh spell casting
  • Reset per-rest abilities

Danger While Resting

LocationEncounter Check
UnsafeEvery 3 hours
RiskyEvery 2 hours
DeadlyEvery hour

πŸŽ’ Gear & Equipment

Gear Slots

  • Carry STR stat or 10 items (whichever is higher)
  • First backpack doesn't count
  • First 100 coins don't count
  • Most gear = 1 slot
  • Some items bundle (arrows Γ—20 = 1 slot)

Essential Gear

  • Torch: 5 sp (light for 1 hour)
  • Rope: 1 gp (60 feet)
  • Rations: 5 sp (3 days)
  • Crowbar: 5 sp (advantage to pry)
  • Grappling hook: 1 gp
  • Iron spikes: 1 gp (10 spikes)

⚑ Actions & Common Tasks

Free Actions (No Action Required)

  • Stand up: Rise from prone
  • Speak: Say a few sentences
  • Draw/sheathe: Ready or stow a weapon
  • Activate item: Use a magic item
  • Drink potion: Quaff one draught
  • Drop item: Let something fall

Common Skill Checks

  • Initiative: DEX check at combat start, highest goes first
  • Sneak/Hide: DEX check vs enemy WIS to go undetected
  • Spot hidden: WIS check to notice hiding creatures/traps
  • Listen: WIS check to hear through doors or distant sounds
  • First aid: DC 15 INT to stabilize dying character
  • Pick lock: DEX check, DC varies by lock quality
  • Force door: STR check, DC varies by door strength
  • Recall lore: INT check to remember facts

Surprise & Stealth

  • Hiding: Need cover/concealment, can't hide while observed
  • Sneaking: DEX check to move quietly
  • Detecting: Must actively look/listen with WIS check
  • Surprise attack: Get advantage, act before initiative roll
  • After attacking: Position revealed unless GM says otherwise

Contested Checks

When creatures oppose each other:

  • Both roll relevant stat check
  • Highest result wins
  • Reroll ties
  • Examples: Grappling (STR vs STR), Lying (CHA vs WIS)

The d6 Decider

For random outcomes:

  • 1-3: Bad for players
  • 4-6: Good for players
  • Example: Does dropped torch go out?

Luck Tokens

  • Awarded by GM for exceptional roleplay, heroism, or creativity
  • Use: Reroll any roll you just made (must use new result)
  • Can give to another player who needs it
  • Maximum 1 token per player at a time

🎭 Character Classes

Fighter

  • HP: 1d8 per level
  • Weapons: All weapons
  • Armor: All armor and shields
  • Hauler: Add CON mod to gear slots (if positive)
  • Weapon Mastery: +1 attack/damage with chosen weapon type, +half level
  • Grit: Advantage on STR or DEX to overcome forces

Thief

  • HP: 1d4 per level
  • Weapons: Club, crossbow, dagger, shortbow, shortsword
  • Armor: Leather, mithral chainmail
  • Backstab: +1 weapon die damage on unaware foes (+half level extra dice)
  • Thievery: Advantage on climbing, sneaking, traps, lockpicking, pickpocketing
  • Tools: Thieves' tools don't take gear slots

Priest

  • HP: 1d6 per level
  • Weapons: Club, crossbow, dagger, mace, longsword, staff, warhammer
  • Armor: All armor and shields
  • Turn Undead: Free spell known
  • Deity: Must serve a god matching alignment
  • Spells: Cast priest spells using WIS

Wizard

  • HP: 1d4 per level
  • Weapons: Dagger, staff
  • Armor: None
  • Languages: Know 2 extra common + 2 rare
  • Learn Spells: DC 15 INT to learn from scrolls
  • Spells: Cast wizard spells using INT

βš”οΈ Weapons & Damage

WeaponCostTypeRangeDamageProperties
Dagger1 gpMelee/RangedClose/Near1d4Finesse, Thrown
Club5 cpMeleeClose1d4β€”
Shortsword7 gpMeleeClose1d6β€”
Longsword9 gpMeleeClose1d8β€”
Mace5 gpMeleeClose1d6β€”
Warhammer10 gpMeleeClose1d10Two-handed
Spear5 spMelee/RangedClose/Near1d6Thrown
Staff5 spMeleeClose1d4Two-handed
Bastard sword10 gpMeleeClose1d8/1d10Versatile
Greatsword12 gpMeleeClose1d12Two-handed
Greataxe10 gpMeleeClose1d8/1d10Versatile
Shortbow6 gpRangedFar1d4Two-handed
Longbow8 gpRangedFar1d8Two-handed
Crossbow8 gpRangedFar1d6Two-handed, Loading

Properties: Finesse: Use STR or DEX | Loading: Must forgo move to reload | Thrown: Can throw using STR or DEX | Two-handed: Requires both hands | Versatile: Higher damage with two hands

πŸ—ΊοΈ Exploration & Crawling

Crawling Rounds

Used when not in combat. Players act in initiative order:

  • Count down timers (light, spells)
  • Describe action (search, listen, move)
  • GM checks for random encounters
  • GM describes results

Searching & Detection

  • Careful search: Takes time but automatic success
  • Quick search: WIS check required
  • Secret doors: Must search right area
  • Traps: Thieves auto-find if searching right spot
  • Listen at doors: WIS check to hear

Time Tracking

  • Real time: 1 hour game = 1 hour real time
  • Round: About 10 seconds
  • Turn: One player's action
  • 10 rounds: Roughly 1 minute
  • Can agree to "pass time" for longer tasks

Random Encounters

  • In darkness: Check every round!
  • With light: Check varies by area
  • Time passes: Roll d6, encounter on 1-3
  • GM determines frequency based on danger

πŸ“ Character Creation & Advancement

Creating a 1st Level Character

  1. Roll Stats: 3d6 in order (STR, DEX, CON, INT, WIS, CHA)
  2. Reroll Option: If no stat is 14+, may reroll all six
  3. Choose Ancestry: Human, Elf, Dwarf, Halfling, Half-Orc, Goblin
  4. Choose Class: Fighter, Priest, Thief, or Wizard
  5. Roll HP: Class die + CON mod (minimum 1)
  6. Roll Background: d20 for past experience
  7. Roll Talent: One roll on class table
  8. Choose Alignment: Lawful, Neutral, or Chaotic
  9. Starting Gold: 2d6 Γ— 5 gp to buy gear
  10. AC: 10 + DEX mod (modified by armor)

Leveling Up

  • XP Needed: Current level Γ— 10
  • XP Reset: Returns to 0 after leveling
  • HP Increase: Roll class HD, add to max HP
  • Talent Rolls: At levels 2, 3, 5, 7, 9
  • New Spells: Casters learn spells per table
  • Title Change: Gain new title each level

Gaining XP

Awarded for treasure found and boons earned:

  • 1 gp of treasure = 1 XP
  • Completing quests
  • Defeating major foes
  • Clever solutions

Ancestry Bonuses

AncestryBenefitLanguages
HumanOne extra talent roll at 1st levelCommon + 1 extra
Elf+1 ranged attacks OR +1 spellcastingCommon, Elvish, Sylvan
Dwarf+2 HP, roll HP with advantageCommon, Dwarvish
HalflingTurn invisible 3 rounds, 1/dayCommon
Half-Orc+1 melee attack and damageCommon, Orcish
GoblinCan't be surprisedCommon, Goblin