1. Character Basics — How Your Hero Works
⚔ Stats
Your character has six ability scores, usually from 3–18:
- Strength (STR): Physical power and force.
- Dexterity (DEX): Agility, reflexes, balance.
- Constitution (CON): Endurance and toughness.
- Intelligence (INT): Logic, memory, magic knowledge.
- Wisdom (WIS): Perception, intuition, divine magic.
- Charisma (CHA): Influence, presence, force of personality.
Each score gives a modifier from –4 to +4 that you add to rolls.
You try to leap across a broken bridge. GM calls for a DC 12 STR check. You roll a 13 and have STR +1 → total 14. You succeed.
2. Classes — What You Do Best
⚔ Fighter
- All weapons & armor
- Highest HP (1d8)
- Strong attacks, special weapon mastery
- Ideal for frontline combat
Your longsword attack = d20 + STR + bonuses. You roll a natural 20 → critical hit → double damage dice.
⚔ Priest
- Mace, sword, crossbow, etc.
- All armor & shields
- Casts divine spells using WIS
- Turns undead
You cast Cure Wounds on a dying ally. Roll healing dice → they regain HP and revive.
⚔ Thief
- Light weapons & leather armor
- Backstab for extra damage
- Advantage on sneaking, climbing, traps, locks
You attack a guard who has not noticed you → extra backstab damage.
⚔ Wizard
- Daggers, staves only
- No armor
- Casts powerful but risky magic using INT
- Can learn spells from scrolls
You cast Magic Missile → advantage automatically → guaranteed 1d4 force damage if check succeeds.
3. Skills & Backgrounds — What You're Good At
Shadowdark is not a skill-list game. Your background and logic determine what you can do.
Examples of skill-style play:
- A Soldier knows army procedures, marching formations, shield walls.
- A Scholar knows ancient languages and lore.
- A Thief has advantage on climbing, locks, stealth, traps.
As an Herbalist, you automatically identify safe plants without needing a roll unless time pressure or danger is involved.
4. Checks & DCs — How to Roll
Most actions use:
Difficulty guides:
- Easy: DC 9
- Normal: DC 12
- Hard: DC 15
- Extreme: DC 18
Advantage: Roll twice, keep highest.
Disadvantage: Roll twice, keep lowest.
You try to silence a rattling chest before it alerts monsters.
GM: "Dexterity check DC 12."
You have advantage from thief talents → roll twice → take better → success.
5. Initiative — Turn Order
Shadowdark uses round-robin initiative, rolled at the start of the game or after surprise moments.
- Roll d20 + DEX modifier.
- Highest result acts first; then play proceeds clockwise.
- GM may also allow flexible "player group order."
The enemy bursts from the dark. Everyone rolls initiative.
You roll 17 (DEX +2 = 19) → you go first in the round.
6. Combat — How Fights Work
Each turn, you may:
OR
Move twice (if you take no action)
Common actions:
- Melee attack
- Ranged attack
- Cast a spell
- Improvise (push statue, flip table, smash lantern)
- Small free actions (drink potion, speak, rise from prone)
⚔ Attack Rolls
- Melee uses d20 + STR
- Ranged uses d20 + DEX
- Hit if you meet or beat the enemy's AC
Critical Hits
- Natural 20 = double weapon damage dice
- Natural 1 = automatic miss (possibly hitting an ally)
Your shortbow shot: d20 + DEX (+2).
You roll a 20 → critical → longbow does 1d8, so you roll 2d8.
7. Damage, HP, and Healing
⚔ Dealing Damage
Roll your weapon or spell's damage dice and subtract from the target.
Greataxe: 1d8 (or 1d10 two-handed).
You hit → roll 1d10 → deal 7 damage.
⚔ Healing
- Most HP is recovered only after an 8-hour rest.
- Some spells restore HP.
Knockout Option
You may choose to knock foes unconscious instead of killing them.
8. Armor & Weapons — What You Can Use
⚔ Armor
- Light: Leather → AC = 11 + DEX
- Medium: Chain → AC = 13 + DEX (disadvantage on stealth/swimming)
- Heavy: Plate → AC 15 (no swimming)
- Shield: +2 AC
Leather + DEX +2 = AC 13.
⚔ Weapons
All weapons deal simple dice damage. Common tags:
- F Finesse (STR or DEX)
- Th Thrown
- 2H Two-handed
- V Versatile (1- or 2-handed)
Thrown dagger at near range uses DEX or STR.
Hit → 1d4 damage.
9. Magic Use — How Spellcasting Works
To cast a spell:
DC = 10 + Tier of the spell
- Success → spell works
- Failure → spell fizzles and you cannot cast that spell again until you rest
- Critical 20 → double one effect (damage/heal/bonus)
- Critical 1 → spell fails and triggers a mishap (wizards) or requires penance (priests)
⚔ Focus Spells
Some spells last as long as you maintain focus.
At the start of your turn, roll the spellcasting check again:
- Success → spell continues
- Fail → spell ends
- Critical fail → same penalties as above
10. Darkness Rules — Survival in the Shadowdark
☠ Light Is Life
- Torches and lanterns last 1 hour of real time
- Without light, characters suffer disadvantage on most actions
- Darkness invites danger: GM rolls for encounters every round in total darkness
⚔ Light Radius
- Torch: near distance
- Lantern: double near
- Light spell: near distance
Only One Timer
All active light sources usually share one timer to keep the game fast.
11. Death & Dying — How to Not Stay Dead
☠ At 0 HP:
- You fall unconscious and begin dying
- Roll a death timer = 1d4 + CON mod (min 1)
- That is how many rounds until you die
- On each turn, roll d20:
- Natural 20 → stand up with 1 HP
- Anything else → timer ticks down
⚔ Stabilizing
Someone adjacent may make a DC 15 INT check:
- Success → you stop dying but stay unconscious
- Failure → no effect
Permanence of Death
If the timer runs out → you die permanently.
12. The Shadowdark Loop — How to Play Effectively
- Light a torch.
- Form a marching order.
- Explore room-by-room.
- Expect traps, puzzles, monsters.
- Manage time — light is ticking.
- Fight only when necessary.
- Grab treasure and get out.
Your torch suddenly sputters. GM says 5 minutes left.
You must decide: push deeper or retreat?
Time pressure is real.