Shadowdark
Roll 3d6 for each ability score, in order: STR, DEX, CON, INT, WIS, CHA. If no score is 14 or higher, reroll all six until at least one qualifies.
Then choose an ancestry, pick a class, roll a talent on your class table, and calculate your starting hit points.
Start with the maximum of your class’s hit die + your CON modifier (minimum 1 total). For example, a Fighter (d8) with +1 CON starts with 9 HP. Dwarves add +2 from their Stout trait.
Roll 2d6 × 5 for your starting gold (range: 10–60 gp).
For 7 gp and 6 gear slots, the Crawling Kit provides: backpack, flint & steel, 2 torches, rations, iron spikes, grappling hook, and 60 ft rope. A practical starter bundle for any adventurer.
Lawful, Neutral, or Chaotic. Priests choose a deity that matches their alignment.
See Class Features for talent tables and hit dice. See Gear & Encumbrance for slot rules.
When combat breaks out, everyone rolls d20 + DEX modifier for initiative. Highest result acts first, then play proceeds clockwise around the table. On your turn you may move up to near distance (about 30 feet) and take one action — attack, cast a spell, use an item, or attempt something creative. If you skip your action, you can move near a second time instead.
Roll d20 + your attack bonus. If you meet or exceed the target’s Armor Class (AC), you hit. Then roll your weapon’s damage die. No ability modifiers are added to damage — just the raw die result.
Natural 20: Automatic hit and a critical — double your damage dice (roll 2d6 instead of 1d6, etc.).
Natural 1: Automatic miss.
When enemies are reduced to half their original number (or half HP for a single foe), they must pass a DC 15 WIS check or flee. For large groups, one check is made using the leader’s WIS modifier.
You can move away from enemies freely — there are no attacks of opportunity in Shadowdark.
| Range | Distance |
|---|---|
| Close | 5 feet (melee range) |
| Near | Up to 30 feet |
| Far | Within line of sight |
When you attempt something risky with a genuinely uncertain outcome, roll d20 + the relevant ability modifier. Meet or beat the Difficulty Class (DC) to succeed.
| Difficulty | DC | Example |
|---|---|---|
| Easy | 9 | Leaping a narrow chasm |
| Normal | 12 | Kicking open a stuck door |
| Hard | 15 | Swimming against a strong current |
| Extreme | 18 | Climbing a slippery cliff one-handed |
Advantage: Roll d20 twice, use the better result.
Disadvantage: Roll d20 twice, use the worse result.
If both apply, they cancel out.
The GM only calls for a check when there is genuine risk, specific opposition, and meaningful consequences for failure. Routine actions with no time pressure or danger succeed automatically.
| Stat | Governs |
|---|---|
| STR | Melee attacks, feats of physical power, carrying capacity |
| DEX | Ranged attacks, AC, initiative, agility |
| CON | Hit points, endurance, death timer |
| INT | Wizard spellcasting, knowledge, stabilizing allies |
| WIS | Priest spellcasting, willpower, instinct |
| CHA | Social influence, presence, reaction checks |
| Score | Modifier |
|---|---|
| 1–3 | -4 |
| 4–5 | -3 |
| 6–7 | -2 |
| 8–9 | -1 |
| 10–11 | +0 |
| 12–13 | +1 |
| 14–15 | +2 |
| 16–17 | +3 |
| 18+ | +4 |
When you reach 0 hit points, you fall unconscious and begin dying.
Death timer: Roll 1d4 + CON modifier (minimum 1 round). That’s how many rounds you have before death claims you.
Each turn while dying: Roll a d20. On a natural 20, you wake with 1 HP.
Stabilization: An ally at close range can attempt a DC 15 INT check. Success stops the death timer, but you remain unconscious. Any healing that brings you above 0 HP wakes you immediately.
Rest & recovery: After 8 hours of sleep and 1 ration consumed, you regain all lost HP. Sleep can be broken for watch duty, but interruption by combat requires a DC 12 CON check or the rest provides no benefit.
Climbing: STR or DEX check, half speed. Fail by 5+ and you fall.
Falling: 1d6 damage per 10 feet.
Swimming: Half speed. STR check in rough water. CON check while holding breath; failure deals 1d6 damage per round.
| Weapon | Cost | Dmg | Range | Notes |
|---|---|---|---|---|
| Club | 5 cp | 1d4 | C | — |
| Dagger | 1 gp | 1d4 | C/N | Finesse, Thrown |
| Staff | 5 sp | 1d4 | C | Two-handed |
| Javelin | 5 sp | 1d4 | C/F | Thrown |
| Shortbow | 6 gp | 1d4 | F | Two-handed |
| Mace | 5 gp | 1d6 | C | — |
| Shortsword | 7 gp | 1d6 | C | — |
| Spear | 5 sp | 1d6 | C/N | Thrown |
| Crossbow | 8 gp | 1d6 | F | 2H, Loading |
| Longsword | 9 gp | 1d8 | C | — |
| Longbow | 8 gp | 1d8 | F | Two-handed |
| Bastard sword | 10 gp | 1d8/1d10 | C | Versatile, 2 slots |
| Greataxe | 10 gp | 1d8/1d10 | C | Versatile, 2 slots |
| Warhammer | 10 gp | 1d10 | C | Two-handed |
| Greatsword | 12 gp | 1d12 | C | 2H, 2 slots |
Range key: C = Close (5 ft), N = Near (30 ft), F = Far (line of sight).
Properties: 2H = two-handed, V = versatile (one/two-hand damage), Th = throwable, F = finesse (use DEX), L = loading (forgo moving to reload).
| Armor | Cost | Slots | AC | Notes |
|---|---|---|---|---|
| None | — | — | 10 + DEX | — |
| Leather | 10 gp | 1 | 11 + DEX | — |
| Chainmail | 60 gp | 2 | 13 + DEX | Disadvantage: stealth, swim |
| Plate mail | 130 gp | 3 | 15 | No swim, disadv stealth |
| Shield | 10 gp | 1 | +2 | One hand occupied |
Mithral (metal armor only): costs ×4, −1 slot, removes stealth/swim penalties.
You can carry items in a number of gear slots equal to your STR score (minimum 10). Most items occupy 1 slot. Heavy items like plate armor or two-handed weapons may take 2–3 slots.
Gold weight: Your first 100 coins are free. Beyond that, every 100 coins costs 1 additional gear slot.
| Item | Cost | Slots | Notes |
|---|---|---|---|
| Torch | 5 sp | 1 | Near light, 1 hour |
| Rations (×3) | 5 sp | 1 | 3 meals |
| Rope, 60 ft | 1 gp | 1 | — |
| Grappling hook | 1 gp | 1 | — |
| Iron spikes (×10) | 1 gp | 1 | — |
| Crowbar | 5 sp | 1 | Advantage on prying |
| Oil flask | 5 sp | 1 | Fuel or weapon |
| Flint & steel | 5 sp | 1 | — |
| Thieves’ tools | 25 gp | 1 | Required for lockpicking |
To cast a spell, roll d20 + your spellcasting modifier (INT for wizards, WIS for priests) against DC 10 + spell tier. On success, the spell takes effect. On failure, the spell fizzles and you lose the ability to cast it until you rest.
Natural 20: Critical success — double one numerical effect of the spell.
Natural 1: Critical failure — the spell fails. Wizards roll on a mishap table; priests must perform penance before casting again.
Spell focus: Some spells require concentration. You can only focus on one spell at a time. Each turn, make a new spellcasting check to maintain it. Failure ends the spell but you do not lose it. Taking damage forces an immediate focus check.
Shared spells: Light, Protection from Evil, Speak with Dead, Control Water, and Plane Shift are available to both priests and wizards.
Hit Die: d8 per level. Weapons: All. Armor: All armor and shields.
Weapon Mastery: Pick one weapon type. You gain +1 to attack and damage with it, plus an additional bonus equal to half your level (rounded down).
Grit: Choose STR or DEX. You have advantage on checks of that type to overcome an opposing force (kicking open a door, slipping free of chains).
Hauler: Add your CON modifier (if positive) to your available gear slots.
| Roll | Talent |
|---|---|
| 2 | Gain Weapon Mastery with an additional weapon type |
| 3–6 | +1 to melee and ranged attacks |
| 7–9 | +2 to STR, DEX, or CON |
| 10–11 | Choose one armor type. +1 AC from that armor |
| 12 | Choose a talent or +2 points to distribute to stats |
Hit Die: d6 per level. Weapons: Club, crossbow, dagger, mace, longsword, staff, warhammer. Armor: All armor and shields.
Turn Undead: You know this spell automatically (doesn’t count toward your spell slots).
Spellcasting: Cast with WIS. Know 2 Tier 1 spells at level 1. DC = 10 + spell tier.
| Roll | Talent |
|---|---|
| 2 | Advantage on casting one spell you know |
| 3–6 | +1 to melee or ranged attacks |
| 7–9 | +1 to priest spellcasting checks |
| 10–11 | +2 to STR or WIS |
| 12 | Choose a talent or +2 points to distribute to stats |
Hit Die: d4 per level. Weapons: Club, crossbow, dagger, shortbow, shortsword. Armor: Leather armor, mithral chainmail.
Backstab: When your target is unaware of you, deal extra damage: weapon die + additional dice equal to half your level (rounded down).
Thievery: You have advantage on DEX checks for climbing, sneaking, hiding, disguises, picking locks, disabling traps, and other delicate tasks.
| Roll | Talent |
|---|---|
| 2 | Advantage on initiative rolls (reroll duplicates) |
| 3–5 | Backstab deals +1 extra die of damage |
| 6–9 | +2 to STR, DEX, or CHA |
| 10–11 | +1 to melee and ranged attacks |
| 12 | Choose a talent or +2 points to distribute to stats |
Hit Die: d4 per level. Weapons: Dagger, staff. Armor: None.
Learning Spells: You can learn new spells from scrolls with a DC 15 INT check (consumes the scroll regardless of success).
Spellcasting: Cast with INT. Know 3 Tier 1 spells at level 1. DC = 10 + spell tier.
| Roll | Talent |
|---|---|
| 2 | Create 1 random magic item (choose type) |
| 3–7 | +2 INT or +1 wizard spellcasting checks |
| 8–9 | Advantage on casting one spell you know |
| 10–11 | Learn one additional wizard spell of any tier you know |
| 12 | Choose a talent or +2 points to distribute to stats |
| Ancestry | Trait |
|---|---|
| Dwarf | Stout: +2 HP, roll HP per level with advantage |
| Elf | Farsight: +1 ranged attacks OR +1 spellcasting |
| Goblin | Keen Senses: can’t be surprised |
| Half-Orc | Mighty: +1 melee attack and damage |
| Halfling | Stealthy: 1/day become invisible for 3 rounds |
| Human | Ambitious: 1 additional talent roll at 1st level |
A torch illuminates everything within near range (30 feet) and burns for 1 real-world hour. When it goes out, you’re plunged into darkness — one of the most dangerous situations in a dungeon.
Without light, you cannot see enemies approaching, read inscriptions, or navigate safely. The dungeon becomes far more threatening. Always carry spare torches.
| Source | Range | Duration | Notes |
|---|---|---|---|
| Torch | Near (30 ft) | 1 hour | 5 sp, 1 slot |
| Lantern | Double near | 1 hr per oil flask | Shuttered, 5 gp |
| Oil flask | Small area | ~4 rounds | Weapon: 1d4 dmg/round |
| Light spell | Near (30 ft) | 1 hour | Magical, heatless |
Torches start unlit. You must explicitly light your torch before entering the dark. Managing your light supply — counting torches, timing when to light them — is a core part of dungeon survival.