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870 views

Shadowdark Add on

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Uploaded by

Jim Zettlemoyer
Copyright
© © All Rights Reserved
Available Formats
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DANK DUNGEONS PRESENTS

THE
A MINI SETTING GUIDE
AN }NY}TAT}ON DOES IT PLEASE THE COURT?
Winning favor with the deep court allows for
"You are formally invited to the palace of Empress certain privileges but requires the party to take
Pieuvre, regent of 2000 fathoms, sovereign of The actions to earn them.
Ughtless Kingdom." The court is all about placement, with the room
In recent years, the wealthiest of the divided into 10 rings. The closer you are to The
underwater empires has grown fond of the Empress at the center, the more important you are.
surface. Landside clothes, tools, customs, and When the party first arrives they will be restricted
creatures are wholly foreign to the Cephalopods to the outer 10th ring of the salon, but can move 1
and Deep Ones which make this place their home. ring inward with each manipulation they perform.
With good reason. The crushing pressure, lack of A character can execute 1 such scheme per day.
oxygen, and no natural light have kept the worlds Beware, NPCs can do this as well.
apart, until now. MANIPULATIONS:
The new empress seeks to win favor and - Bribe of 100 Gold or similar value item
distract the court with a new obsession. So she - Perfectly follow the current etiquette
commissioned the building of a great diving bell. - Embarrass a member of the court
Now her domain has grown rich exporting their - Best another courtier in a Spell Duel (Pg 5)
magical crafts and fascinated by the imports of - Invoke your level title against someone (only
the surface world. works if you are higher level than your target)
People are one such fascination. Invitations PRIVILEGES:
have gone out to dignitaries, merchants, and At the end of an encounter at court the party may
heroes. The more famous the better. take 1 Privilege from the list below for each
No expense has been spared. Nobles have Manipulation they accomplished:
converted their lavish homes to be hospitable to - +1 to a your next Carousing Roll
surface dwellers with magic wards and adaptive - A secret about a member of the court
creatures. Halls of marble and coral are adorned - A randomly generated magic item
with cloth tapestries, decorated with human - Location of a hidden treasure
baubles, and ring with the sounds of caged - Decree of a quest in service to the court
terrestrial animals. TO BE "UNSEEN"
The aristocrats of The Lightless Kingdom offer Being seen at court is vital to winning favor.
many gifts and strange sights few beyond their However, if a courtier displeases The Empress in
empire have ever seen. Take heed, they see all any way they must roll a CHA check to save face.
things from above as disposable fashion. It is part On a failure they are "Unseen"; slowly fading into
of their masquerade to play at being equals but the ethereal plane over the day unless they can
only a matter of time before sentient beings please the court somehow.
become another showpiece in their submarine If they do not, they are stuck between worlds for
galleries ... as long as The Empress chooses, often indefinitely.
GOSSIP AND HEARSAY (d6 RUMORS)
PROPER ETIQUETTE 1. The Empress is not of royal blood. She took
Each day a new trend is chosen by The Empress power after defeating the former king in a
and followed by the court under pain of magical duel.
embarrassment. 2. Ambassador Lamar has commissioned the
ETIQUTTE (d8)
creation of a magic tiara about to control its
1. Food offered must be shared.
wearer.
2. Only servants may touch anything.
3. The common folk live in destitution, praying
3. Sword or Wand must be worn.
for the leviathan god Lerm to devour the rich.
4. End each conversion with a compliment.
4. Spawner Lophiidae is having surface dwellers
5. Always face courtiers of higher rank.
kidnapped for terrible experiments.
6. Only servants may relay conversations.
5. Several knightly chevaliers secretly work to
7. Receive attention by playing a crystal glass.
reinstate the royal line.
8. Roll a d4 to determine the must-wear item:
6. The "Galerie Terrestre" is almost complete. It
1.Ruffled Collar, 2. Bodice, 3. Curled Wig,
will feature the court's favorite intelligent
4. Copious Makeup.
surface dwellers as a centerpiece.
T}4E ABYSS
Noteworthy personages of the kingdom: TRAVERSING THE OCEAN FLOOR
EMPRESS PIEUVRE A few rules to keep in mind while in the kingdom:
Cephalopod ruler of The Lightless Kingdom. A - No sunlight reaches this depth.
human-sized octopus dressed in elaborate regalia - Most structure interiors have been made
and rich jewelry. Extremely accomplished habitable for land creatures.
magician who runs a complex court in order to - Swim movement is half speed (STR check in
keep the nobility in line and distracted. rough water).
Motivation: to maintain power. - Drowning causes Hypoxia (see below).
Weakness: her scheming court. - Exposure to the ocean exterior without proper
Traits: Archmage. Micromanager. Haughty. protection results in immediate death due to
Cunning. crushing water pressure.
AMBASSADOR LAMAR HYPOXIA, THE BODY DEPRIVED OF AIR
Representative of the Merfolk Kingdoms who When drowning, consider these rules:
took up permanent residence in a purchased - Make a CON check each round without air.
chateau. Often seen in military regalia with - DC is 5 + your number of full inventory slots.
diplomat sash, carried on a litter by servants. - If you fail, roll on the conditions table below.
Motivation: to deliver control of the kingdom to - If you roll a condition you already have, take
the merfolk. ld6 damage instead.
Weakness: outsider status at court. - Conditions last 1 day, or until treated
Traits: Wealthy. Connected. Devious. Egotistical. CONDITIONS (dlO)
SPAWNER LOPHIIDAE 1. Anxiety (disadvantage on all checks)
Deep One leader of the Spawning Guild who 2. Confusion (1 in 6 chance to lose your action)
oversees all graft breeding. Has altered her body
3. Headache (base spell roll becomes 13)
with alchemy to triple in size and graft several
4. Drowsiness (you always act last in initiative)
guild members to her sides, adding to her
intellect. 5. Numbness (decrease your max inventory by 2)
Motivation: to create the ultimate creature. 6. Tingling Limbs (half movement speed)
Weakness: unwilling to leave her laboratory. 7. Visual Impairment (fail sight related checks)
Traits: Fanatical. Obsessive. Gifted. Reclusive. 8. Memory Loss (forget a spell or useful fact)
CHEVALIER LOUISE VIGEE 9. Poor Coordination (disadvantage on attacks)
Veteran Elven Knight, rarely seen out of her 10. Cyanosis (your lips and fingertips turn blue)
grafted armor or without her magic rapier.
Immigrated to the kingdom a century ago and
distinguished herself in service to the former
king. Turned a blind eye to The Empress's coupe.
Motivation: to preserve the stability of the
kingdom.
Weakness: feels shame for betraying the king.
Traits: Rigid. Battle-hardened. Righteous.
Pensive.
BROTHER JEAN-BAPTISTE GIGOT
Cephalopod high priest of Lerm. Adorns himself
with heavy bells and chimes in penance. Loved by
the common folk. Hated by the court, but allowed
to be free in order to placate the masses and
LEGAL DISCLAIMER
because they do not see him as a threat.
THE LIGHTLESS KINGDOM IS AN
Motivation: to overthrow the ruling class.
INDEPENDENT PRODUCT PUBLISHED
Weakness: his naivete of the court's cunning.
UNDER THE SHADOWDARK RPG
Traits: Zealot. Unorganized. Inspirational. Pacifist.
THIRD-PARTY LICENSE AND IS NOT
AFFILIATED WITH THE ARCANE LIBRARY,
LLC. SHADOWDARK RPG © 2023 THE
ARCANE LIBRARY, LLC.
2
THE DIVING BELL
A massive metal water elevator. This gondola was
PALACE OF EMPRESS PIEUVRE built recently to allow for contact with the
The seat of power in the Lightless Kingdom, surface and is the source of the kingdom's
where the Empress holds court in her grand newfound wealth. Passengers and goods regularly
salon. This lavish rococo palace is the height of arrive in the bell, then travel to the palace via
decadence, offering every conceivable comfort to bubble or graft beast.
those in good standing. The bell is adorned with a number of magical
Among the upper halls of alabaster statues are search-lights, allowing the passengers to see
newer installments of art from the surface. Below previews of the kingdom 's lands while
are the royal vaults, where the most valuable descending. This also occasionally attracts
artifacts in the realm reside. predators as the lights can be seen a days travel in
The palace is thick with wizards who pursue every direction.
spellcraft as a leisurely passtime. To welcome THE SPAWNING BEDS
foreigners they have used complex arcane seals to A vast dim field of bulbous eggs in varying sizes,
light, pressurize, and fill the castle with air. beyond which the silhouettes of bizarre
CHATEAU DE LAMAR structures shutter and twitch. Home to the
Ancient manse of marble and coral, Spawning Guild, a powerful sect
once home to a noble family but fell who engineer different forms of
into disrepair after their line ocean life by alchemy, magic, and
ended. It has been recently selective breeding.
purchased and renovated by The guild leader, Lophiidae,
Ambassador Lamar. created the first grafts,
Given the lower water which proved to be so
pressure of the useful she was gifted the
ambassador's native lands land and given funds to
he has installed a hire apprentices. Now
massive device in the she never leaves her
dungeons which laboratories, but still
accumulates the building. sends representatives
However, the structure is l with new grafts to
only partly air-filled, with ;:"-" astonish the court on a
,:J'
pools and water borne ;;- regular basis.
passages throughout. .! This entire complex is a series
The villa and its grounds are of interlocking crustacean-like
well-lit by schools of captive creatures, bred to be lived inside.
Glowfish. Allowing the merfolk to They can adjust their bodies to
easily see and show off their unique pressurize or bare water at different
decor of dolphin and tropical fish motifs. ratios depending on the necessity of research
THE TRENCH happening within.
Seemingly bottomless trench that billows smoke
and glows with an eerie red light. Geothermal
vents line the walls of the abyss and their clouds
feed gigantic tube worms which in turn emit a red
glow from their chemosynthesis.
Common folk spend their lives toiling here, as
the worms are a food staple. This work is
dangerous due to the toxic vent gas and variety
of predators that live along the trench.
Shrines to Lerm have been erected here and the
faithful even believe the leviathan god sleeps at
the bottom of the pit. This worship thrives due to
the ruling class's disinterest in sending enforcers
so far from the palace or into the choking clouds.
3
POSSESS}ONS ISOPOD EXOSKELETON (GRAFTED)
Chitinous, airtight armor with retractable helm.
GRAFTED ITEMS: AN EXPLAINATION Bonus. +1 plate mail
Grafted items are magically warped living creatures Benefit. You can breathe underwater and with-
that attach to a host and grant them special stand any amount of water pressure.
abilities. Removal can be difficult and painful, Curse. The suit breathes water, only surviving
requiring serrated tools and ld6 rounds to com- outside it for 1 hour (real time). After which point
plete. A grafted item will have the term (Grafted) it will begin crushing its host for 2d10 damage per
after its name. round for 2d6 rounds until it dies and the wearer
"Strange? We spend decades breeding fashionable loses all benefits of the suit.
and useful symbiotic pets and you say strange? Removal deals ldlO STR damage.
Surface dwellers can be so dull." LANGUAGE LOUSE (GRAFTED)
- Chevalier Louise Vigee Insect that eats and replaces the host's tongue.
Benefit. Speak and understand any language you
MAGICAL AND LIVING ITEMS have overheard for at least 1 round.
BROOCH OF ANTI-REPETITION Curse. If the louse hears a new language it will
Polished black pearl set in a silver clamshell. force the host to say something in it as soon as
Benefit. After a spell is cast on the wearer, that they are able.
spell's magical signature imprints on the brooch. Removal causes the host to have no tongue.
The wearer cannot be targeted by the spell LERM'S CHIME
imprinted on the brooch. After a spell not Massive, barnacle encrusted iron bell.
imprinted on the brooch has been cast on the Benefit. Ringing the chime calls a large sea
wearer, the old imprint is erased and the new creature to the striker's aid for 1 round. Whale,
spell is imprinted. giant octopus, crab, or fish are all possible options.
CERATODUS LUNGFISH (GRAFTED) Curse. 1 in 10 chance of sound waves reverberation
Eel-like fish that fuses to the circulatory system sundering a random item in the inventory of each
of the host. creature nearby.
Benefit. You can breathe underwater. MNEMONIC REMORA (GRAFTED)
Curse. Host's skin dries easily, causing Fish with dorsal suckers that attach to the back of
disadvantage on checks if they have not spent 1 the host's skull.
round in water or mud per day. Benefit. At the beginning of each round, re-
Removal deals ld4 CON damage. member a forgotten spell.
GLOWFISH Curse. The remora subsists on mental energy. At
Small luminous fish. the end of each round you choose to have a 1 in 6
Benefit. The fish sheds light as a torch. chance to forget all your spells OR lose one
Curse. The fish needs to be fed special plankton important memory of the GM's choice.
once per hour or it will dim. If it sees a creature Removal deals ld6 INT damage.
that it thinks would eat or harm it, it dims itself. STINGJELLY MANTLE (GRAFTED)
GOSSIP RUFF Retractable hooded mantle jellyfish, with cape-
Ruffled collar that whispers softly. like tendrils.
Benefit. Psychically learn one embarrassing Benefit. The jellyfish creates a breakable pocket
secret of any creature you talk to for 1 round. of air around the wearer's head for 1 hour (real
Curse. If you do not divulge the secret to another time). The tendrils can also be used as a Whip:
creature within 1 round the original creature will Ranged, Close, ld4 damage, Finesse. On hit DC 9
learn one embarrassing secret of yours. CON or paralyze target for ld4 rounds.
HAGFISH SLIME Curse. If the jelly is not fed Horned Cichlid fish
Viscous mucus collected from worm-like fish. once per day it will paralyze and begin digesting
Benefit. Bone and cartilage in the applicant's the host at 2d6 damage a round. These fish are
body becomes rubbery for 1 round, allowing them rare and cost between 10-25 Gold.
to ignore the effects of water pressure. They can Removal deals ld6 DEX damage.
also squeeze into spaces one size smaller than
them. "The rabble strike gongs and sing hymns to the
Curse. Outside of water the applicant cannot leviathan, praying for an easier life. It's as if
hold themself up and must crawl across surfaces. noblesse oblige isn't good enough for them?"
There's enough for ld6 uses. 4 - Due Jacques II de Lamar
SPELLCRAFT MEMORY LEAK
Tier: 1 / Duration: Instant / Range: Near
SPELL DUELS A spellcasting capable creature within range that
The court sees magical duels as both wonderful you can see forgets a random spell.
entertainment and the only civilized way to settle MIND MINE
disputes. Spell Duels function as normal combat Tier: 2 / Duration: 1 day / Range: Self
except with these special rules: If a creature targets you with a spell or magic that
- Opponents announce their actions. affects your mind, they take 3d6 damage.
- If you forget all your spells, you lose. MNEMONIC TAX
- If you harm your opponent with anything Tier: 4 / Duration: 5 rounds / Range: Close
other than a spell, you lose. For the spell's duration, a chosen creature takes
- You may counter a spell being cast by 2d6 damage at the end of their turn for each spell
forgetting one of the same name. they have forgotten.
WIZARD SPELLS PRESSURIZED BUBBLE
Tier 1 Tier 4 Tier: 1 / Duration: Focus / Range: Far
- Memory Leak - False Recollection Create a near-sized cube of air and normal
- Pressurized Bubble - Manipulate Gravity pressure that hovers a few feet off the ground.
- Psychic Sonar - Mnemonic Tax You may move it slowly at will. It can support any
Tier 2 Tier5 amount of weight but will pop on sharp objects.
- Bamboozle - Spellsteal PSIONIC BLAST
- Mind Mine - Swap Consciousness Tier: 3 / Duration: Instant / Range: Near
- Reckless Recall - Temporal Eddy You emit a wave of mental force at another
Tier 3 sentient creature dealing 3d6 damage. If the target
- Control Enchantment has spells they forget a spell of your choice.
- Heart's Desire PSYCHIC SONAR
- Psionic Blast Tier: 1 / Duration: Instant / Range: Self
BAMBOOZLE You sense the number and general location of any
Tier: 2 / Duration: 1 round / Range: Far intelligent creatures at range. If they know spells
The first time a chosen creature in range makes a you know what they are.
roll of any kind, they fail, critically if possible. RECKLESS RECALL
CONTROL ENCHANTMENT Tier: 2 / Duration: Instant / Range: Self
Tier: 3 / Duration: 1 round / Range: Far Remember ld4 forgotten spells, then forget ld4
You manipulate an ongoing magical effect within random spells.
range, changing its targets to others you can see. If SPELLSTEAL
you take control of a Focus spell, you are now Tier: 5 / Duration: 1 round / Range: Self
focusing on it. The magic reverts after this spell's Whenever a spell is cast that you can see, you may
duration ends. take control of it after the successful casting roll
FALSE RECOLLECTION but before the spell takes effect. You then count as
Tier: 4 / Duration: 10 rounds / Range: Close the caster. Any specifics of the spell are chosen by
You reach into a sentient creature's mind and you and you make any associated rolls.
change or implant one fact of your choosing for SWAP CONSCIOUSNESS
the duration. Tier: 5 / Duration: 1 round / Range: Near
HEAR T'S DESIRE Permanently exchange minds with another
Tier: 3 / Duration: Focus / Range: Close creature. They may resist with an opposed INT
You manifest an illusion only a specific creature check. You retain your mental ability scores along
within range can see. It appears to them as the with any mental related powers (i.e. spells).
thing they want most in the form of a close-sized TEMPORAL EDDY
object. Only touching it can reveal its false nature. Tier: 5 / Duration: 1 day / Range: Self
MANIPULATE GRAVITY You may end this spell to rewind time to the
Tier: 4 / Duration: Focus / Range: Far beginning of the current game round. You're the
You increase or decrease the power of gravity in a only one who notices the temporal change.
near-sized cube. Increasing force paralyzes LV 7 or
less creatures and pins objects in place. Decreasing "Thoughts are like water and my magic is a sieve"
causes them to fall upward, taking appropriate fall Tyonius , Third Heir to House Thibodeau
damage. 5
CREATURES GRAFTED CREATURES
Beasts that are bred with a cavity which allows a
CEPHALOPODS AND DEEP ONES smaller intelligent creature to merge with their
The intelligent inhabitants of the ocean floor. nervous system. The merged creature, or pilot,
Cephalopods are large octopus, who "stand" to the controls and gains complete protection from the
height of a human on their multiple limbs. Deep graft beast while inside. However, the experience
Ones are humanoid anglerfish. Both species are has negative effects after decoupling. These
well adapted to the depths and the wealthy of ten beasts have the "Grafted Creature" trait.
alter themselves to become amphibious. GRENADIER, SCHOOL
CEPHALOPOD,NOBLE Group of small, carnivorous fish that have eel-like
Snobbish octopus adorned with rich robes and tails allowing for darting movement.
magical ornaments. AC 11,HP 5, ATK 3 bite +0 (ld4), MV double near
AC 13, HP 35, ATK 1 scepter +2 (ld6) or 2 spell +5, (swim), S -2, D +2, C +0, I -3, W +1, Ch -2, AL N,
MV near ( walk/swim), S -1, D +2, C -1, I +3, W +1, LV 1
Ch +4, AL L, LV 8 Slow Metabolism. Can lay in wait for prey
Flattery (INT Spell). DC 11.Near, one creature, covered in sand for long periods.
DC 14 CHA or friendship for ld8 days. HAGFISH
Arcane Trickery (INT Spell). DC 12. Focus. Nearly boneless human length eel with lamprey-
Create a convincing visual and/or auditory like mouth.
illusion within near. AC 13, HP 15, ATK 2 bite +2 (ld4 + latch), MV
Mental Maelstrom (INT Spell). DC 14. Far. near (swim), S +3, D +3, C -2, I -3, W +1,Ch -4,
Creatures in a near-sized cube are wracked with AL N, LV 3
migraines. DC 14 CON or 3d6 damage. Latch. Target takes 1 CON damage each round
CEPHALOPOD,PAWNBROKER latched. DC 12 STR to remove.
Devious octopus adorned with various items. Slime. If cornered, it will excrete slime that
AC 12, HP 24, ATK 2 sword +3 (ld6) or 1 crossbow makes it impossible to grapple.
+3 (ld8) (far), MV near (walk/swim), S +0, D +3, C ISOPOD, GIANT
+0, I +0, W +2, Ch +3, ALL, LV 5 Cart-sized crustacean of incredible strength and
Artifact Merchant. Pawnbrokers have a 70-90 resilience.
magic item from Treasure Table 4-6. AC 15, HP 25, ATK 2 stab +4 (ld8), MV near
Collateral. Players may offer 1 item to receive an (crawl), S +4, D -1, C +2, I -3, W +0, Ch -2, AL N,
item of equal value in 1 day. LV5
Favor. Perform a task for the Pawnbroker to Graft Creature, Mount. Merge with 1 pilot and
have a 50% chance of them helping you in return. provides special arm appendages allowing pilot to
DEEP ONE, CHEVALIER use their weapon attacks with the lsopod's STR.
Warrior Deep One in heavy chitin armor and Controlling burns significant energy, if pilot does
vestments of the kingdom. not rest and eat after piloting they take ld4 CON
AC 15, HP 25, ATK 2 trident (close/near) +4 and STR damage.
(ldtO), MV near (walk/swim), S +3, D +0, C +2, I Siege Weapon. Move up to double near in
+0, W +1,Ch -1, ALL, LV 5 straight line to cause structural damage to a
Grafted Steed. When on the ocean floor, building.
Chevalier's have an lsopod, Giant. SCOTOPLANE
Oath. 3/day, ADV on a roll made in service to Translucent, bioluminescent, pig-like sea jelly
the kingdom. about the size of a longboat.
Sunblind. Blinded in bright light. AC 11,HP 18, ATK Poison Skin, MV close, S +1,
DEEP ONE, VANDAL D -2, C +3, I -3, W +0, Ch +0, AL N, LV 3
Deep One at home in the palace or the street. Graft Creature, Transport. Merge with 1 pilot
AC 13, HP 11,ATK 1 dagger (close/near) +2 (ld4 + and allow a near-sized cube of pressurized,
steal), MV double near (walk/swim), S -1, D +2, C air-filled interior space through its mouth. Pilot
-1, I +0, W +1,Ch +1, AL C, LV 3 will think slowly for 1 day after merging, only able
Steal. Target makes DC 10 DEX or loses a random to take an action or move on their turn.
item to the Vandal. Poison Skin. When a hostile creature touches
Gossiper. ADV on WIS and CHA checks to listen exterior skin. DC 9 CON or 2d6 damage.
and lie.
Sunblind. Blinded in bright light. 6
CREATURES FAVORSOF T}4E
SEA TOAD HOUND
Dog-sized globose red fish, altered to be COURT
CAROUSING (d8)
amphibious and have leg-like ventral fins.
AC 13, HP 10, ATK 1 bite +2 (ld8), MV close 1. You awake hungover but comfortable in your
(walk/swim), S +2, D -2, C +1,I -3, W +0, Ch +1, chambers. - Gain 2 XP
ALL, LV 2 2. You displeased The Empress and are "unseen"
Faithful Guard. Has ADV when defending its for ld4 days, but give up 20% of your wealth to
owner.
win back favor. - Gain 2 XP
SEADEVIL ANGLERFISH
3. You awaken in a pressurized bubble
Horrific needle-toothed fish the size of a sailing
ship. somewhere on the ocean floor with 15%of
AC 15, HP 42, ATK 3 bite +9 (2d10), MV near your wealth gone. - Gain 3 XP
(swim), S +3, D +1,C +3, I -2, W +0, Ch -4, AL C, 4. You seem to have donated 10%of your wealth
LV9 to the Spawning Guild. - Gain 3 XP and a
Lure. Bioluminescent bulb grows from the commoner Deep One ally
Angler's forehead. Its light attracts prey and can 5. You mistakenly broke an important rule of
mesmerize. DC 14 WIS or Angler has ADV against etiquette and must pay 10%of your wealth to
you for 1 round.
stay in the court's graces. - Gain 3 XP and owe
Swallow. On a natural attack roll of 18-20, target
is swallowed. Total darkness inside and 2d10 a favor to a wealthy sponsor
damage per round. Anglerfish regurgitates all 6. Cephalopod merchants cheated you out of 5%
swallowed if dealt at least 20 damage in one of your total wealth. - Gain 4 XP
round to the inside of its gullet. 7. You spread a nasty rumor about one courtier
SPIDER CRAB to the benefit of another. - Gain 4 XP and a
Spindly legged crustacean that stands twice the well-connected Cephalopod, Pawnbroker or
height of a human. Deep One, Vandal ally
AC 15, HP 10, ATK 2 pincer (near) +2 (ld6), MV 8. You volunteered to test a new graft and
double near (crawl), S +1,D +3, C +1,I -3, W +0,
survived. - You Gain 4 XP and a Graft Item of
Ch +0, AL N, LV 2
Spined. Their shell is covered with sharp your choice
protrusions. DC 12 DEX when attacking or ld6 9. You helped or hindered a disappearing surface
damage. dweller with aspirations for the court. - Gain 5
Delicacy. These crabs are valued at 25-50 Gold XP and an NPC enemy or ally
each to the right chef. 10. A pressure seal ruptures and you are nearly
pulled into the abyss. - Gain 5 XP and a luck
token
11.You discovered the dark secret of a famous
chevalier and use it as blackmail - Gain 5 XP
and a Deep One, Chevalier ally
12. You defeated a haughty magician in a spell
duel but allow them to save face - Gain 5 XP
and a debt owed by a Cephalopod, Noble
13. You pilfered a prized item from the surface
collection of Ambassador Lamar. - Gain 6 XP
and an 80-100 item from your treasure table
14.You awaken in the coral vaults of Empress
Pieuvre with her most valuable possession,
suddenly you hear the rush of water. - Gain 6
XP and a 90-100 item from your treasure
table OR a tablet that holds the secrets of
7 every court member, if you make it out alive
Ancestry

HALF-ORC (pg.16) ELF (pg. 16) HUMAN (pg.11) DWARF (pg. 16) GOBLIN (pg.16) HALFLINC (pg.11)
Earnest & Tenacious Graceful & Focused Ambitious & Adaptive Hardy & Industrious Clever & Perceptive Humble & Mischievous
+ Extra Language : Orcish + Extra Languages : Elvish, Sylvan + Extra Language : choose one + Extra Language : Dwarvish + Extra Language : Goblin + Bonus: be invisible for 3
+Bonus : +l to melee attack & +Bonus : +l to ranged attack common language +Bonus : extra 2 HP at Levell & +Bonus : can 't be surprised rounds once per day
melee damage rolls rolls or spellcasting checks + Bonus : extra talent at Levell Advantage on HP roll per level

Class
FICHTER (pg. 1B) PRIEST (pg . 20) THIEF (pg. 22) WIZARD (pg. 24)
+ Weapon Mastery : choose a weapon & add l+ ½ your + Deity : choose a god & holy symbol (free to carry) + Backstab : add l+½ your level of dice to damage + Extra Languages : pick 2 common & 2 rare
level to attack & damage rolls when you use it + Extra language: pick one rare language rolls on beings who are unaware of your attack +Spells : pick three tier l wizard spells (pg. 52)
+ Advantage : on either Strength or Dexterity checks + Spells : pick two tier l priest spells (pg. 51) +Tools : everything you need is hidden on you + Extra Spells : study spell scrolls (l day, DC lS)
+ Extra Slots: equal to your Constitution modifier + Extra Gear: can use any armors or shields +Advantage : on climbing , disguising, hiding, +Gear: no armor & only dagger or staff
+ Extra Gear : can use any weapons, armors, or shields + Extra Spell : 'Turn Undead' (pg. 72) lockpicking, pickpocketing, sneaking, traps + 1d4 HP : at each level (+Con mod at Levell)
+ l dB HP : at each level (+Con mod at Levell) + ld6 HP: at each level (+Con mod at Levell) + 1d4 HP : at each level (+Con mod at Levell) + Talent (2d6) : 2 : random magic item, 3-7 : +2
+ Talent (2d6) : 2 : extra mastered weapon, 3-6 : +l to + Talent (2d6) : 2 : Adv on a spell you know, 3-6 : +l + Talent (2d6) : 2 : Adv on initiative, 3-5 : +l dice to to Int stat or +l to spellcasting, 8-9 : Adv on
attack rolls, 7-9: +2 to Str, Dex or Con stat, 10-11 : +l to attack rolls, 7-9 : +l to spellcasting, 10-11 : +2 backsta b, 6-9 : +2 to Str, Dex, or Cha stat, l 0-11 : a spell you know, l 0-11 : pick an extra spell ,
AC to armor type, 12 : pick talent or +lx2 to stats to Str or Wis stat, 12 : pick talent or+ lx2 to stats +l to attack rolls, 12 : pick talent or +lx2 to stats 12 : pick talent or+ lx2 to stats

COIN (pg. 33, 34, 3S, 269) WEAPONS (pg. 37) LANGUAGES (pg. 32)
ALIGNMENT & DEITIES (pg . 27,2B,29)
•Dagger : d4, l gp, any class Common:
• Start with 2d6 x 5 gold pieces (gp) •Lawful : Madeera (creation & order), Terragnis (honor &justice)
•Club : d4, S cp, Priest, Thief •Javelin : d4, 5 sp
• l gp = 10 sp = 100 cp • Neutral : Gede (revelry & nature), Ord (knowledge & wisdom) • Common (you & most humanoids)
•Staff: d4, 5 sp, Priest, Wizard • Dwarvish • Elvish • Giant • Goblin
• First 100 coins are free to carry •Chaotic: Memnon (destruction & chaos), Ramlaat (strength &
• Shortbow : d4, 6 gp, 2-handed, Thief • Merran (Aquatic folk) • Orcish
• Next 100 coins require l gear slot war), Shune (sorcery & ambition)
• Shortsword : d6, 7 gp, Thief • Reptilian (Reptile folk)
•Spear : d6, 5 sp •Mace : d6, 5 gp, Priest • Sylvan (Fey folk)
•Crossbow : d6, B gp, 2-handed, Priest, Thief • Thanian (Beast folk)
ARMOR & AC (pg.33,36) BACKGROUND (pg.26)
• Longsword : dB, 9 gp, Priest
• No Armor: lO+Dex, any class l Urchin 2 Wanted 3 Cult Initiate 4 Thieve's Guild Rare :
•Longbow : dB, B gp, 2-handed
•Leather: ll+Dex, 10 gp, Thief 5 Banished 6 Orphaned 7 Wizard's Apprentice 8 Jeweler • Celestial (Angels)
• Bastard sword : dB or dl0 (2h), 10 gp, 2 slots
• Chainmail : l3+Dex, 60 gp, 2 slots 9 Herbalist l O Barbarian 11 Mercenary 12 Sailor 13 Acolyte • Diabolic (Demons, Devils)
• Greataxe: dB or dl0 (2h) , 10 gp, 2 slots
• Platemail : 15, 130 gp, 3 slots 14 Soldier 15 Ranger 16 Scout 17 Minstrel 18 Scholar • Draconic (Dragons)
• Warhammer : dl0, 10 gp, 2-handed, Priest
• Shield : +2 if held, 10 gp 19 Noble 20 Chirurgeon (medical practitioner) • Primordial (Elder things)
• Greatsword : dl2, 12 gp, 2-handed, 2 slots
Extra Classes
BARD (sdrpg.io/bard) RANGER (sdrpg.io/ranger)
+ Magical Dabbler : can use Spell Scrolls & Wands (Charisma). Rolling al gets a Wizard Mishap (pg. 46) +Herbalism : can make an Intelligence check to create herbal remedies. Failed remedies require rest
+Inspire: One near target gains a luck token (Charisma check, DC 12) to try again. Successful remedies must be used in 3 rounds or they will expire.
+Fascinate : Transfix near targets of Level 4 or less for ld4 rounds (Charisma check, DC lS) DC 11 : Salve: Heall HP, DC 12: Stimulant: can't be surprised (10 rounds) , DC 13: Foebane: Advantage
+Prolific: +ld6 to your learning rolls & group's carousing rolls on attack & damage to a creature type (ld6 rounds) , DC 14 : Restorative: End a poison or disease,
+Advantage : on oration, performing arts, lore, and diplomacy DC 15 : Curative: Potion of Healing (pg. 310)
+ Extra Languages : pick 4 common & l rare language +Gear : leather armor, chainmail, dagger, longbow, longsword, shortbow, shortsword, spear, staff
+Gear: leather armor, chainmail, shield, crossbow, dagger, mace, shortbow, shortsword, spear, staff +Advantage: on navigation, tracking, bushcraft, stealth, and wild animals
+ l d6 HP : at each level (+Con mod at Levell) + l dB HP: at each level (+Con mod at Levell)
+ Talent (2d6) : 2 : random priest or wizard wand, 3-6 : +l to attack or Magical Dabbler rolls, 7-9 : +lx2 + Talent (2d6) : 2: pick a weapon to deal dl2 dmg, 3-6 : +l to melee or ranged atk & dmg, 7-9 : +l to
to stats, l 0-11 : -3 to DC of Inspire & Fascinate, 12: pick a talent Str, Dex, or Int stat, 10-11 : gain Adv with an herbal remedy, 12 : pick talent or +lx2 to stats

Tier 1 Spells
CURE WOUNDS (pg.SB) HOL V WEAPON (pg. 62) LIGHT (pg. 64) PROTECTION FROM EVIL (pg. 68) SHIELD OF FAITH (pg. 70)
Priest • Instant • Close Priest • 5 rounds • Close Priest • Wizard • 1 hour • Close Priest • Wizard • Focus • Close Priest • 5 rounds • Self
Touch a target & they instantly Touch a weapon & it gains a Touch an object & it will Focus to give Chaotic beings close to you disadvantage on attack Gain a +2 bonus to your armor
regain HP equal to 1 + ½ your +l bonus to attack & damage illuminate near distances for rolls & hostile spell checks. They also can't possess, compel, or class for 5 rounds.
level of d6s (rounded down) . rolls for 5 rounds. one hour of real time. beguile you. You can exorcise entities if they fail a Charisma check.

TURN UN DEAD (pg. 72) ALARM (pg. 54) BURNING HANDS (pg.56) CHARM PERSON (pg.56) DETECT MAGIC (pg.SB)
Priest • 5 rounds • Near Wizard • 1 day• Close Wizard • Instant • Close Wizard • 1d8 days • Near Wizard • Focus • Near
Use your holy symbol and undead near you make a Charisma Touch an object & for a day Emit flames in a close area. One near humanoid of Lv2 or less Focus to sense magic near you .
check. They flee for 5 rounds if they fail. They are destroyed if you w ill know if any unwanted Creatures take ld6 damage. will be friendly with you for 1d8 You can discern basic properties
they fail by 10+ points & are equal or less than your level. creature gets close to it. Flammable objects ignite. days or until you hurt them. in 2 rounds. Barriers block this.

FEATHER FALL (pg. 60) FLOATING DISK (pg.61) HOLD PORTAL (pg.62) MAGE ARMOR (pg. 64) MAGIC MISSILE (pg. 65) SLEEP (pg. 71)
Wizard • Instant • Self Wizard • 10 rounds • Near Wizard • 10 rounds • Near Wizard • 10 rounds • Self Wizard • Instant • Far Wizard • Instant • Near
Your falling speed will instantly Create a disk that can carry up to Close a portal near you for 10 Your armor class is 14 (or 18 on Roll with advantage to instantly Living creatures near you instantly
slow until you safely land. 20 slots for 10 rounds near you . It rounds. Knock spells or Strength critical success) for 10 rounds. deal 1d4 damage to a target up fall asleep if they are Lv2 or less.
can't cross pits or drop-offs. checks can open it again. to a far distance. They awaken if injured or shaken.

BASIC GEAR (pg. 34, 35, 278) LEVEL O (pg.14, 33, 116) CRAWLING KIT (pg. 36)
• Arrows (20): l gp, 20 per slot, for shortbows or longbows + You only have Stats, Ancestry, Background, Alignment, and Gear A backpack of gear for 7 gp,
• Backpack: 2 gp, first one is free to carry, l per slot otherwise + If you survive the adventure, you level up and pick a Class perfect for a quick game :
• Caltrops: 5 sp, 1 bag per slot, l damage & half speed for 10 rounds if stepped on + You can use any gear, armor, or weapons until you level up + Flint & Steel
• Crossbow Bolts (20): 1 gp, 20 per slot, for crossbows only + Your HP equals your Constitution modifier (minimum of l) + Torch
•Crowbar: 5 sp, l per slot, pry things open with advantage + If your HP drops to 0, you die instantly + Torch
• Flint & Steel: S sp, l per slot, always succeed at routine fire making + You start with l d4 items. Pick each item with l d l 2 : + Rations (3)
•Gems : pg. 278, 10 per slot, easier to carry than bags of gold 1 Torch 2 Dagger 3 Wood Pole, 10' 4 Shortbow & 5 arrows + Iron Spikes (10)
• Grappling Hook : l gp, 1 per slot, no rope included • Empty Flask: 3 sp, l per slot 5 Rope, 60' 6 Flask of Oil 7 Crowbar 8 Iron Spikes (10) + Grappling Hook
• Iron Spikes (l OJ: 1 gp, 10 per slot, they have holes for rope • Mirror: 10 gp, 1 per slot 9 Flint & Steel 1 O Grappling Hook 11 Club 12 Bag of Caltrops + Rope, 60'
•Lantern: 5 gp, l per slot, needs oil, can hide light, illuminates double-near distances
• Flask of Oil: 5 sp, l per slot, can cover close-sized area & burns 1d4 dmg for 4 rounds
• Wood Pole, 1O': 5 sp, l per slot • Rations (3): 5 sp, 3 per slot, food & water for a day STAT: MODIFIER (pg. ls)
• Rope, 60': 1 gp, 1 per slot •Torch: 5 sp, l per slot, illuminates near distances •l -3:-4 •4-5:-3 •6-7:-2 •8-9:-1 •10-11:0 •12-13:+l •14-15:+2 •16-17:+3 •18+:+4
Chathair
City of Moonlight

!Warning! Chathair contains elements of body horror, mentions of child and animal death,
and spiders.

„Chathair, City of Moonlight“ is an independent product published under the Shadowdark RPG Third-Party
License and is not affiliated with The Arcane Library, LLC. Shadowdark RPG © 2023 The Arcane Library,
LLC.

Chathair is an immersive city-spanning dungeon with fantastical- and horror elements for the
characters to puzzle out. Most questions will stay unanswered.

Once, the city of Chathair was a wellspring of Fey’rié culture. The


inner city brimmed with artisans and craftsmen. The Academy of
Chathair gave rise to arcane knowledge and unearthed dark secrets in
the depths beneath the city. The temple district was akin to a small
city, built only for the worship of their moon goddess Moth. The
palace, residence of the immortal Queen and her court, was once the
shining jewel of Chathair. The city outskirts, little more than an
unseen and ignored slum, housed the farmers who cultivated
mushrooms and moss in caves beyond the enormous cavern that
sheltered Chathair. High above, the grand tower shone, flooding the
streets and cits squares with silvery moonlight.

Legends say that Moth, goddess of moonlight once fought in a divine


war. In the end, Light, god of the burning sun, was slain. With his dying
breath he cursed Moth’s flock, the Fey´riè, the dark elves to burn under
the sun. Moth saw the sorrow of her flock and led them underground,
where they built the city of Chathair.

Old stories whisper that Moth took the dead god‘s body, since he was
only dead in soul but not in his might. She sealed him beneath the city
and entrusted her chosen queen with the task of guarding him, so no one
might ever claim his power for themselves.
With time the body of Light decayed and rotted, since it was forseen:
“When Light dies only darkness remains.” His rotting power gave rise
to a mold of abyssal darkness, the Black Rot.
The outskirt-dwellers began praying to the dead god and so a new
religion was born.
The Night of the Rebellion was bloody. The immortal queen and her
king consort were murdered. The Academy was burned. The Royal
Guarde cleansed the outskirts heretics and rebels, and the rebellion died.
However, amidst the chaos a small group of devoted priests, once
thieves and murderers, entered the most inner palace grounds,
where they broke the seal that contained the dead body of Light
and its Black Rot.
Shortly after the rebellion a sickness spread, a plague. Those who
survived the fever, changed into hideous monsters of unparalleled
bloodlust. The black rot spread, burying the palace and the streets
of the inner city under its black mold. A Keeper was chosen, to
seal away the city of Chathair, so the Black Rot would not devour
the world.

Now, only splinters of stories and legends remain on the world


above, of a great city fallen to ruin, containing wisdom, treasures
and power enough to conquer the world.

The Crack
Nothing more than a slim crack in the stony side of a hill. It's possible for humans to get through,
but horses or carts have to stay back. The light of your torch illuminates a low corridor of unhewn
stone which leads into the dark and deep. The sparse sunlight leaking through the crack fades as the
Adventurers walk on. After some minutes of walking and squeezing through narrow passages you
come into a wide chamber.

The Entrance Hall


The walls are nothing but rough stone, except one. There, the stone was smoothed out and engraved
with glyphs and likenesses of an elven folk praying to the moon.
If someone of the Party speaks Elvish they can try to read the glyphs with an Int-Check (DC 12 or
15). It reads: “Bow before Moth and plead for entrance”
Alternatively a wizard or cleric can try to analyze and break the magic seal on the door, also with
an Int-Check(DC 15).
In both cases even if they fail they will still find out what is written but it will take them about an
hour.
If the rest of the chamber is closer inspected the party will find the following:
Under closer inspection you notice something soft and sticky. Spiderwebs. The entire ceiling is
covered with spiderwebs and with giant spiders.
A fight against 2 to 3 giant Spiders
If the party manages to open the elvish stone door, the party can try to flee through it. If not they
can try to flee the way they came or fight.
If the party fights and it gets too dangerous or they just can´t open the door alone, A`rié will appear
and help. After the fight she will dive deeper into the dungeon without answering any questions.

Behind the door is a stone-carved spiral stairway. The walls are crested with mythical depictions of
a folk living underground.
The Hole
Then the stairway breaks up into an abyss of deep darkness.
It goes down something like 65 feet / 20m. If someone falls down the hole, consider dealing half his
max.HP damage and giving him disadvantage on all checks using his legs instead of killing him.

The Necropolis
At the bottom of the abyss the Adventurers find themselves in a necropolis. The ceiling is high, the
corridors narrow. There are niches in the walls and in every niche is a corpse wrapped up in white
linen.
If one of the PCs wants to open one of the fabric-coffins, they will find the mummified corpse of a
dark elf, wearing the same white linen with a stone tablet in his hands.
None of the corpses are rotten or decaying in any way.
The stone tablets are engraved with their name, profession, and last words.
If the tablet is taken from the hands, the dead body will crumble to dust in moments.
It's easy to get lost in the long corridors and many crossroads of the necropolis if you wander
around recklessly.
There are two locations that can be accessed.
- Grave of Kings
- The Chamber of the Keeper

The Grave of Kings


Suddenly, the Necropolis opens into a huge hall. Three mausoleums stand
here. Made of white and black marble, shimmering in the torch light.
On the inside of each is a round chamber with a marble sarcophagus in the
middle.

Crypt 1:
The outside of the sarcophagus is carved into the likeness of a sleeping
elvish woman.
An inscription reads: Lady Su`riè, first queen of the Fey'riè and ruler of
Chathair.

Crypt 2:
Here the sarcophagus is carved into the likeness of an elvish man wearing a
crown of obsidian. His eyes are wide open, his hands are folded atop a
sword.
An inscription reads: Lord Kar`riè, King consort, bearer of Shadow, slayer
of Light.
Inside this sarcophagus the corpse of the dead Lord is holding the Sword
of Shadow. The tomb can only be opened by a magical key found on the
palace grounds.

Sword of Shadow Item


+1 Longsword (1d8) +3 in the direct vicinity of Moth or Light.
The Sword of Shadow is the key to enter the chamber where the dead body
of the slain god is kept.
Crypt 3:
The sarcophagus of this tomb depicts a child. A´riè can be found here, mourning the death of the
grave's owner. The moment she notices the adventurers she will try to conceal her tears and maybe
have a few words with them outside the mausoleum.
An inscription reads: Fin`rié, Heir to the throne, forever mourned.
Information she will reveal here:
- These are the crypts where the rulers of the Fey`rié are laid to eternal sleep.
- If the adventures ask, A´riè can tell them the legend of Su and Kar.

The Legend of Su and Kar


„Once, the Fey'riè lived on the surface of the world. Nobody knows why, but we were cursed to be
burned by the golden light of the sun and so we began to pray to the moon. Moth chose Su to smith
a sword of darkness and moonlight called Shadow. It was given to her lover, Kar, the mightiest of
warriors, to slay Light. He succeeded but the curse wasn't lifted. So Moth led us into the darkness
where we were protected from the scourging sunlight.“

The Chamber of the Keeper or the Seal of the City


The moment the adventurers enter the round
chamber, lanterns of white, starlike light kindle. In
the middle of the room stands a man, wearing a
black plate armor, both hands resting on the grip of
a longsword, the blade covered with gleaming
runes.

His voice is deep but warm. He says: “Go, leave


this place. If not, I will vanquish you.”
This is a Boss Fight.

The Keeper
A black plate armor, both hands resting on the grip
of a longsword.
Undead, but he is not decayed in any way.
The Keeper can be instantly defeated if he loses his
sword for the magic on it is the same that keeps the
corpses in the necropolis from decaying.
AC 14, HP 25,
MV near,
S +2, D +2, C +2, I 0, W +1, Ch -1, AL L
On the Keepers first turn, he prepares an action.
On any subsequent turn he executes the prior
prepared action and prepares a new one for his
next turn.
Swordswing
Prep: He raises his sword with both hands.
Execution: (moves if necessary to closest opponent) close sword attack +2 (1d8)
Magic Ray
Prep: Points towards the furthest opponent or one with a weapon of reach and starts chanting
magical words.
Execution: A Ray of red light erupts from his hand and hits the target opponent. Magic +2 DC 9. If
the magic-check is successful it does 1d6 Damage, if not the Keeper can't use this action for 3 turns.
Throw and Pierce
Prep: He grabs the closest opponent. (Can be resistant with a Dex-Check DC12)
On the grant players turn he can try to get free with a Str-Check DC15.
Execution 1: The Keeper throws the grabs player against another opponent. Both take 1d4 Damage
and lay prone. To not lay prone make a Dex-Check DC12.
Execution 2: The Keeper throws the grabbed opponent into the air and trusts with his sword straight
up. Sword attack +2 ADV (2d6)

If the Keeper is slain or in any other way defeated he says with his
dying breath:
“So shall it be. The seal is broken, and great despair will come over the
world above.”
The room shakes and from above descends a spiral staircase. As the
staircase touches the ground, the floor starts to descend. After some
minutes, the stonewalls disappear and open the view into a gigantic
cave in which there is a grand city. After half an hour you reach the
ground of the cave, at the edge of the city.

The City Outskirts


The outskirts are slumlike. Crude buildings of loose stone are leaning
against each other. It's obvious that only the poorest of the poor lived
here.
There is no silver, the light of the high tower just barely reaches here.
Most doors are locked. It's possible to get inside some buildings.
Roll on the following table or choose whichever option you like.

1 In a barrack, brutally slaughtered corpses can be found, partially gutted and eaten.

2 This building used to be a provisionally infirmary. In most beds lie long rotten
dead, others are blood-stained and empty. All have restraints to tie up the ill. (Loot:
1d4 Silver, a Dagger, bloody Rags)

3 In a narrow alley, Yor'ka can be encountered, a priest of Light, the rotting god. He
might be friendly to the party and give some exposition about the city. He gifts
them a Rosary of Light.

4 Two to three Pale Ones jump out of an alley. They wear bloody rags.

5 A Pale One, bent over the torn remains of a kid, as he chews on the bones.
6 An abandoned shack with a small altar of Light, shown as a headless figure with a
golden sun atop his throat. (Loot: Rosary of Light, infused with divine power.)

Pale One
A disfigured creature partially covered in the Black Rot, with transparent skin and black blood,
sharp teeth and long claws. Noticeably, it was once a dark elf.
AC 12, HP 10,
ATK claws +2 (1d6), bite +1 (1d8)
MV near, S +2, D +1, C +1, I -2, W +2, Ch -1, AL C
Cursed: Exposure to Sunlight deals 1d4 damage each turn. The Pale One will attack the source.

The burned Academy


The academy of magic was once one of the most impressive structures of the city. It was built in the
style of a colosseum, a circle, each floor a long hallway closing in on itself. In the middle stood a
tower, the library. But the academy was burned to ruin and the sourcerers killed during the
rebellion. The priests of Light feared the scholars‘ sorcery, for it had defeated their god once.
The smell of burned paper and flesh hangs in the air. The building is ten floors high. Once, looking
at it from above, it was a perfect circle but a good third collapsed. In the middle of the square within
the broken ring is a mountain of burned stone and still smoldering ash.
It once was the great library tower which contained all the books in the city, for wood and paper
were rare goods.
There are many study rooms and lecture halls to be
found, and many corpses. Roll on the following
table or choose whichever option you like for
encounters and discoveries in the academy.
In the smoldering waste, a magical scroll can be
found, containing a special variant of the spell
Light, which lets a magic-user conjure real
sunlight.

The Inner City


The buildings are up to five floors high. The roofs
are silver domes to reflect the light of the High
Tower. Many streets and houses are in ruin and
overgrown by the black rot.
Once lanterns illuminated the streets with a breed
of blueish glowing moths supplied by the church.
1 At the ground floor, the remains of a brutally slaughtered family can be found.
Upstairs are some private rooms. One is a children's room. Fastened to the bed
are broken restraints. A "Pale One" that looks like a child will attack the
adventurers. (1d4 silver coins can be found, they are imprinted with a moth on
one side and an elvish glyph on the other.)

2 A building completely devoured by the Black Rot. Out of the mold emerges a
hideous creature, a chimera of all that inspires terror. This is a Rot Horror. (Fight
or flee.)
3 A Hospital. Three floors full of deathbeds with tied up corpses, gutted and eaten.
Up to 5 “Pale Ones” will attack. (Loot: Some medical equipment.)

4 The Workshop of a smith. The forge seems to be made of glass, silver and gold. A
“greater Pale One ' (All stats +1) will attack. (Loot: 6 +3 Arrows, one use each.)

5 A sculpter‘s workshop, full of red marble statues depicting “Pale Ones” and how
they prey upon people. (Loot: A small statuette of a women, half elf, half moth.)

6 The street is overgrown with Black Rot. It's possible to walk through. (Make a
Str-Check DC 12 to not get stuck.) A Rot Horror appears.

Rot Horror
A chimera of nightmares, abomination of darkness. It was borne from the Black Rot, to devour and
spread the plague.
AC 11, HP 30,
ATK claws +2 (1d6), bite +1 (1d8)
MV near (Jumps or Flies), S +3, D +2, C +2, I -3, W +2, Ch -3, AL C
Infectious: When an adventurer takes more than 5 Damage total from the attacks of a Rot Horror
he is infected with the Black Rot.

The Infection: While the infection progresses, a black mold spreads over the skin of the ill.
Whoever touches the Black Rot will be infected. Every rest the infected makes a Con-Check with
DC12. Failure reduces Constitution by 1. If the infected hits 0 Constitution, he turns into a “Pale
One”. The infection can be cured by a ritual cleansing in a temple.

The Temple District


The temples of the moon goddess Moth are built to mimic the
appearance of a cocoon, made of silver silk. The rebels killed all
the priests and tore down many temples and shrines.
There, they devoted all they did to the worship of Moth, praying
and reciting holy scriptures in her honor. Once, some of the high
priests even spinned cocoons for themselves to achive chrysalis
and be even closer to their goddess.
In the ruin of a shrine of the crescent moon lives Mi`naé, the last
priestress of Moth. She has moth wings and insect arms.

The High Tower


A spiraling tower, higher than any other structure in Chathair.
From its peak silver moonlight, the Blessing of Moth, illuminates
the city.

The Palace Grounds


The palace was a city within the city. Everything that was wise
and beautiful could be found there, only accessible to the highest regarded aristocrats, scholars and
priests. Now, it is devoured by the Black Rot.
In the royal chambers, the queen, successor to Su`riè, can be found, still guarding the entrance to
Light‘s tomb. She turned into a Pale One but kept a splinter of herself. She will fight with abyssal
sorcery and the sword arts of the royal guard. The key to the crypt of Lord Kar`riè can be found on
her corpse.

The Tomb of a God


The tomb can only be entered if one is in possession of the Sword of Shadow. The tomb consists of
a circular room, without any ornament. Everything is covered by the Black Rot. Laid out on an altar
is the corpse of Light, the dead god, beheaded. Even so, he is beautiful. Adventurers may burn the
body to destroy the Black Rot and save the word, or claim its power for themselves.

Caracter: A`rié, the Forgotten Queen


A`rié is the heir to the throne of Chathair, but left the city
when she was young in search of a way to break the curse of
sunlight. She failed.
She may first be encountered in a tavern, hooded and
wrapped up, so that no sunlight may touch her skin. She will
speak with the party if addressed. She will cheerfully tell the
adventurers about her journey to a far-off land and how she
hasn't been home in a long time, but she is on her way to see
her family again.

She is beautiful, her


skin white, almost
transparent. Her eyes are completely black, like two pebbles
of obsidian. Like all elves she has long pointy ears. Her hair is
long and silvery as flowing moonlight.
Inherent to all her movement is a passing grace.
If you want, you may give her the “Boots of the Cat” of
“Cloak of Elvenkind” from the GameMasterGuide(p.46f)

She wears lightly padded leather armour like a ranger or


assassin would. She fights with two blackened scimitars,
curved sabres (1d8 damage) of oriental making, as well as a
collection of small throwing knifes (1d4).
She never speaks much. Her answers are short and cryptic and
if asked too many questions she will leave and vanish into
darkness.

After she discovers the fate of her kind she wants to know
how the destruction of her home came to be. She will appear
in different places, having her own small side adventure
parallel to that of the players.
Finesse and Might
A Martial Class Supplement for Shadowdark RPG

By Mythic Moth Gaming


CHAMPION CLASS

Oathbound warriors clad in Detect Alignment. Make a


shining armor. Crusaders DC10 CHA check to sense the
dedicated to their cause. alignment of creatures that
are near you. If you fail, you
Weapons: Club, dagger, can’t use this until you
javelin, mace, greatsword, successfully rest.
greataxe, longsword,
warhammer Rally. Once per day, you can
give allies near you advantage
Armor: All armor and shields on checks until your next turn.

Hit Dice: 1d8 per level Smite. DC12 CHA check to add
1d6 to a weapon’s damage roll.
Oath. Choose an alignment to If you fail, you can’t use this
which you pledge an oath. If feature again until you
your alignment changes, you successfully rest.
lose the abilities given to you
by your class until a new oath
is pledged.

CHAMPION TALENTS
2d6 Effect (reroll any duplicate 2)
2 The DC to use Smite becomes 10
3-6 +1 to melee attacks
7-9 +2 to Strength, Constitution, or Charisma stat
Gain the ability to cast one Tier 1 Priest Spell, using
10-11
Charisma as your spellcasting stat
12 Select any talent or +2 points to distribute to stats

2
MARTIAL ARTIST CLASS

Practiced brawlers in the pits Unarmed Strike. Using STR or


of city taverns. Secluded, DEX, you make an attack with
meditative masters of body your body, dealing 1d4+the
and mind. Acrobats that wield relevant modifier in damage.
inner strength to perform
incredible physical feats. Resolve. You can roll one
check with advantage a
Weapons: Dagger, number of times equal to your
shortsword, spear, staff WIS modifier (minimum 1) per
day.
Armor: None
Unfettered Movement. You
Hit Dice: 1d6 per level move double near when you
use your movement and can
Agile. Add half your level, move across non-solid or
rounded down, to your AC vertical surfaces, as long as
(minimum 1). you end your movement on
solid ground.

MARTIAL ARTIST TALENTS


2d6 Effect (reroll any duplicate 10-11)
2 Gain one extra use of Resolve
3-6 +1 to melee attacks or melee damage
7-9 +2 to Strength, Dexterity, or Wisdom stat
Once per day, you can stun an enemy with a successful
10-11
attack, preventing it from taking actions on its next turn
12 Select any talent or +2 points to distribute to stats

3
TITLES

CHAMPION TITLES
Level Lawful Chaotic Neutral
1-2 Banneret Defector Squire
3-4 Herald Heretic Vanguard
5-6 Warpriest Oathbreaker Knight
7-8 Paladin Anti-Paladin Crusader
9-10 Avatar Black Knight Imperator

MARTIAL ARTIST TITLES


Level Lawful Chaotic Neutral
1-2 Initiate Thug Tumbler
3-4 Ascetic Pugilist Acrobat
5-6 Monk Brawler Ropedancer
7-8 Sensei Boxer Aerialist
9-10 Grandmaster Pit-Fighter Windwalker

4
CREDITS
Writing. Written and designed by Matt Wuertzer.

Art. Dead Warrior © Dean Spencer, used with permission. All rights
reserved.

Shadow Boxing © Dean Spencer, used with permission. All rights


reserved.

LEGAL
Fonts. JSL Blackletter by Jeffrey S. Lee used under Open Font
License, Montserrat designed by Julieta Ulanovsky, Sol Matas, Juan
Pablo del Peral, Jacques Le Bailly, used under Open Font License,
Old Newspaper Types by Manfred Klein used under license.

Layout Template. By Taylor Seely-Wright.

Shadowdark License. “Finesse and Might: A Martial Class


Supplement for Shadowdark RPG” is an independent product
published under the Shadowdark RPG Third-Party License and is
not affiliated with The Arcane Library, LLC. Shadowdark RPG © The
Arcane Library, LLC.

5
Hand of Ord
Swords and sorcery are often looked at as two equal to the tier of the spell sacrificed . The
different paths. The Hand knows differently. bonus lasts for a number of rounds equal to the
They know that one can be used to enhance the spell’s tier. At the end of this period, your blood
other; and their training reflects this distinction. is starved for energy and you make rolls at
Swordplay augmented with sorcery, and spells disadvantage for twice the length of their
delivered by weapons. augmentation (in rounds).

Weapon: Club, Dagger, Longsword, Mace and My Blood, My Magic. You can sacrifice a
Crossbows portion of your life to power your spells. At the
cost of 2 hp per spell tier, you cast a spell you
Armor: Leather Armor have lost. (This doesn't allow you to keep the
spell, just cast it.)
Hit Dice: 1d6
Ancestral Tithe. You can take CON damage to
Languages: One random common language increase your casting roll or your spells effects.
signifying the race you learned your magic from Roll 1d4; take CON damage equal to the
number rolled so you can add an additional die
Mana Is My Lifeblood. You may choose to lose to your spell, or add +2 to your Spell casting
a spell to enhance your physical prowess. You check. You gain 1 point lost this way back per
gain a bonus to your attack, damage, or initiative rest.

Talents
2d6 Effect
You have become so intimately familiar with a spell you can increase or decrease its range by
2 one step.
3-6 Pick a spell from the Wizard spell list of a tier you already know. You learn that spell.
You imbue an item of your choice with a magical quality while in your possession. Work with the
7-9 Gamemaster on what that item is, the benefits, and any disadvantages it may have.
10-11 +2 to an ability score of your choice or +1 to caster check
12 Pick from the table above OR re-roll on the Fighter or Wizard tables.
Spells known by Spell Tier

Character
Level/Tier 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
Spellcasting: Spells are cast using the Intelligence score.

Spells: Hand’s are allowed access to the following spells:


● 1st Level: Pane’s Word of Severing Flesh, Flautka’s Fascinating Fanfare, Phifsosap’s Protective
Panoply, Sanguine Succour, Eldred’s Elemental Enchantment, Knight’s Gambit, Arcane
Abjuration, Keen Insight, Arcanist’s Assault
● 2nd Level: Alter Self, Cleansing Weapon, Smite, Misty Step, Mirror Image, Hold Person, Web,
Darol’s Bloody Mark
● 3rd Level: Lightning Bolt, Fireball, Illusion, Command, Magic Circle, Protection from Energy, Vox
Potentia Dolor
● 4th Level: Polymorph, Cloudkill, Confusion, Stoneskin, Earthen Embrace
● 5th Level: Teleport, Power Word: Kill, Hold Monster, Anti-Magic Shell, DeToomb’s Dimensional
New Spells

Tier 1
Flautka’s Fascinating Fanfare Choose a willing target. While under the effects
Tier 1, Wizard of this spell, you and the target share healing
Duration: 3 rounds and damage taken. You and the target must stay
Range: Far within Near range of each other, or the tether is
Golden trumpets and horns blare while scenes broken and you take 1 point of damage per
of endless parades inundate your senses as this round of the spells remaining duration from the
magical attack envelops your mind. spell backlash.

Illusionary instruments and fantastic images Eldred’s Elemental Enchantment


assail one target you can see within Far range; Tier 1, Wizard
this causes them to have a negative modifier Duration: Concentration
equal to the Caster’s Intelligence bonus Range: Self
(minimum 1) on any rolls involving sight or A scintillating aura washes over your body as
hearing for the duration. this spell fades into existence.

Pane’s Word of Severing Flesh When you cast this spell choose a damage type
Tier 1, Wizard (fire, electric, etc). Until the spell fades, you can
Duration: Instant roll 1d4 and subtract that much damage from the
Range: Close element you chose.
A flash of silvery light surrounds you, which
coalesces into a cloud of whirling blades. Knight’s Gambit
Tier 1, Wizard
Creatures within Near take 1d4 force damage Duration: Instant
from the whirling blades. Range: Near
A kaleidoscope of colored squares materialize
Phifodsap’s Protective Panoply and overlay the area around the caster.
Tier 1, Wizard
Duration: Concentration You move anywhere within Near distance. If you
Range: Self specify a location and it is otherwise obscured or
A myriad of runes flicker into existence, flashing cannot be seen, and something is there, you
brightly once in an arcane formula before sinking take 1d6 points of physical damage (per 5 foot
into the armor of the caster, causing the armor to square you need to be moved from your target)
glow faintly with a dweomer. as you are shunted off to the next nearest
space.
The runes bolster your defense, increasing their
armor class by +2 for the duration of the spell. Arcane Abjuration
Tier 1, Wizard
Sanguine Succor Duration: 5 rounds
Tier 1, Wizard Range: Self
Duration: 5 Rounds A wall of scintillating light forms before you.
Range: Self/Near
A cloud of crimson rises between you and your Sacrifice your next action to instantly cast this
target, solidifying into a thin blood red tendril that spell. You gain a +4 to your Armor Class while it
connects you both. is in effect.
Choose a damage type. Your weapon now deals
Arcanist’s Assault an additional 1d4 damage of that damage type
Tier 1, Wizard when you hit.
Duration: Instant
Range: Near Tier 3
Whirling balls of energy erupt from the caster’s Vox Potentia Dolor
hand, streaking forth to impact the caster’s Tier 3, Wizard
enemies. Duration: 5 rounds
Range: Near
Choose a target: They take 1d4 points of Force Your mouth shapes unnatural words that issue
damage. Anyone adjacent to the target takes forth a litany of runes to strike your target and
half this damage (they need to be right next to latch onto their flesh in a horrific parody of a
them). tattoo.

Keen Insight A target within Near that can hear you suffers
Tier 1, Wizard 1d6 damage for the next 5 rounds.
Duration: Concentration
Range: Self Tier 4
Colors sharpen and things become clearer and Earthen Embrace
more “focused”. Tier 4, Wizard
Duration: 5 rounds
Choose one score: you gain an insight bonus of Range: Self
+ 1 to your chosen score while you maintain Your skin hardens and becomes gray like stone.
concentration. (This can be an ability score,
your spellcasting checks, or initiative). Your Dexterity score drops by 2, but you reduce
damage taken by 5 (except damage dealt by
bludgeoning).

Tier 5
DeToomb’s Dimensional Cut
Tier 5, Wizard
Duration: 10 rounds
Range: Near
A tear in the fabric of reality causes a surge of
dimensional radiation to flood the area around
the tear.

Any creature that starts its turn or moves into


Close distance to the tear takes 1d10 damage
from the energy gushing forth from the
Tier 2 dimensional wound.
Darol’s Bloody Mark
Tier 2, Wizard
Duration: 5 Rounds
Range: Self
You slice your hand open and smear your blood
upon your weapon to imbue it with some of your
personal power.
CREDITS LICENSING
Hand of Ord is an independent product
Writing, design, and layout: Brian Zavoda published under the Shadowdark RPG
-with inputs from brewin_druid, Lord Third-Party License and is not affiliated with The
Tathamet, and BaronB. Arcane Library, LLC. Shadowdark RPG © The
-Special mention to the Dark Lady Arcane Library, LLC.
Herself.
Hand of Ord copyright 2022 by Brian Zavoda. All
COVER ART rights reserved. Permission given to copy for
By Nicole Cardiff released into the public domain personal use.
by Sine Nomine Publishing.

INTERIOR ART
Some art by Luigi Castellani released into the
public domain by Sine Nomine Publishing.

Some art from this publication was sourced from


the collection Chamomile Has Illustrations. The
art from Chamomile Has Illustrations is released
under a Creative Commons Attribution 4.0
International License. The following artists have
contributed to the pack:

Alhazartfinds:
https://www.fiverr.com/alhazartfinds
Custin: https://www.fiverr.com/custin
Deckydraws: https://www.fiverr.com/deckydraws
Fukamihb: https://www.fiverr.com/fukamihb
Jraijin: https://www.fiverr.com/jraijin
Nelnes: https://www.fiverr.com/nelnes
PastellePrince:
https://www.deviantart.com/dandiibunii

The art from Chamomile Has Illustrations was


originally commissioned for the tabletop RPG
Dark Lord:
https://www.drivethrurpg.com/product/347930/D
ark-Lord

You can discuss the art included at Chamomile's


Discord: https://discord.gg/25hmzuX

FONTS
Fonts are Rock Salt used with the Apache
License, Version 2.0; Arial licensed by Microsoft
and used with permission.
Seasons in Shadow
Optional Community Rules for Shadowdark
Seasons in Shadow
Optional Community Rules for Shadowdark
This supplement offers optional rules that can be used in lieu of Carousing (see Shadowdark,
pg. 92). Instead of spending their plundered treasures on carousing, PCs can opt to invest in
building a community over the course of several seasons or even years. This community will
look to them for protection as new threats arise, but offer new benefits to those brave enough
to delve into the darkness that festers beneath the earth.
Community Investments
To build a community, the PC invests an amount of GP noted below on the Community
Investments table and rolls 1d8,plus the investment bonus. They then consult the Investment
Results table to determine what new building or resource has been brought to the community.
As the community develops, the PCs and the GM are encouraged to work together to name and
note NPCs and other events to give the settlement a sense of life and vibrancy.
Community Investments
Cost Investment Bonus
30 gp A general call is put and messengers are sent calling for settlers to come +0
to a new tract of land.
100 gp A team of surveyors and workers are hired to clear land in preparation +1
for building a community.
300 gp A minor noble is bribed to endorse a new community and news of the +2
benefits of living there spreads throughout the land with their
endorsement.
600 gp A wealthy merchant takes your investment money and seeds it into the +3
growth of the community.
900 gp A noble family agrees to offer substantial material resources to aid the +4
community in return for a downpayment to fill their coffers with gold.
1200 gp A famed adventurer proclaims your town to be prosperous and free of +5
any dangers that may rise up from the Shadowdark - in return for a
hefty, but quietly made, bribe.
1800 gp A legendary dragon slayer spends several weeks traveling across the land +6
telling everyone they meet of the verdant and prosperous land free of
danger where the crops are bountiful and the seasons are mild. Trusted
and heralded for their legendary valor and upright conscious, no one will
ever doubt their claims.This legendary hero, will of course, expect to have
their travels paid for.
Investment Results
d8 Results Benefit
1 A few settlers arrive with tools to reluctantly try to build a new life. 2 XP
2 A band of exiles, banished for previous crimes, arrive to start their lives 2 XP
all over again, bringing with them several… unique skills.
3 Several families of tradesmen arrive to set up shop. 3 XP
4 A retired dwarf adventurer and a few of their clanmates arrive to 3 XP + a
establish a new tavern whose beer draws travels far and wide. dwarf ally
5 A skilled blacksmith sets up shop, offering a sample of their fine wares 3 XP + 1
as a token of their sincerity. mundane
weapon or
armor.
6 Several families arrive with a plethora of young healthy children, filled 4 XP
with dedication and optimism at the prospect of a growing community.
7 A foppish noble arrives, deciding to build a mansion in town. They 4 XP + a
build a friendship with the party due to their exploits in order to appear noble ally
daring and rugged.
8 A respected clergyman is ordered to establish a new church in the 4 XP + a
community and sets a blessing upon the community and its people. luck token.
9 A local community member approaches the party about establishing a 5 XP + gain
thief’s guild in town and cutting them in. Whether or not they take the 1d10 x 20
offer is up to them. GP or 1d4+2
enemy NPCs.
10 An eager young adventurer comes to town, bringing with them wealth 5 XP + gain a
that is invested in the community. They then ask to join the PCs on 1st level ally
their next adventure. on your next
adventure.
11 A truly strange monster (use Monster Generator and Make It Weird in 5 XP
Shadowdark core rules) arrives on the edge of town and claims the
town as under its protection… as long as it receives proper tribute.
12 A powerful wizard arrives in town and decides to build a tower there 5 XP + a
after retiring from adventuring. He performs strange experiments. Wizard ally.
13 Gold Rush! Someone in town finds gold in nearby canyons or 6 XP + 1d16
riverbanks, turning the town into a boom town. x 100 GP.
14+ While tilling soil, a community member finds an ancient relic was 6 XP + a
believed to be lost forever. It is powerful beyond measure and those 90-100 item
who desire it will come for it… from the
treasure
table
Standing in Community
Each time a PC gains XP from investing in the community they can spend up to one-half
(rounded down) of this XP to increase their Standing in the community. Standing functions like
level, advancing at the same rate and allowing them to gain access to new abilities. Each time a
character increases their Standing they roll 2d6 and consult the Standing Benefit table.
Standing Advancement
Standing Advance At... Standing Benefit
1 10 XP +1
2 30 XP +1
3 50 XP +1
4 70 XP +1
5 90 XP +1

Standing Benefit
2d6 Standing Benefit
2 Purchase Basic Gear at 50% discount from town
3-5 Randomly generated 1st level NPC joins you on your next adventure
6-9 +1 Constitution or Charisma stat
10-11 You begin the next adventure with +1 Luck Token
12 Choose a benefit or +2 to distribute to stats

Standing Titles
Standing Lawful Title Neutral Title Chaotic Title
1 Newcomer Stranger Vagrant
2 Townsman/Townswoman Bumpkin Troublemaker
3 Pillar Tradehand Rabble-Rouser
4 Alderman Friend Ne’er-Do-Well
5 Town Counselor Fixture Criminal
Community Events
Each time any PC advances their Standing, the GM rolls 1d6. If the number rolled is equal to
or under that PC’s current Standing, then a Community Event happens and the player
characters must deal with the consequences. The consequences of these events are noted on
the table below, but can also be used as adventure hooks in their own right. To determine the
Community Event, roll 1d8 and add the PC’s Standing.
Community Events
1d8 + Community Event Effect
Standing
1 A local lord arrives and taxes the All PCs lose 10% of their GP
community heavily.
2 A passing army conscripts many members PCs each lose one ally or hired
of the community into their service. NPC
3 A terrible illness sweeps through the Each PC must make a CON Save
community. Many die of illness or are or begin next adventure with
weakened by plague. Disadvantage on all CON saves.
4 A rash of break-ins and thefts have swept PCs either lose 50% of their GP or
the community. begin next adventure with 0 Luck
6 FIRE! A terrible fire sweeps through the PCs begin next adventure with
community. Homes are destroyed and lives their max HP reduced by their
are lost. Level due to unhealed burns.
7 The seasonal festival turned into a drunken PCs are reduced to the minimum
riot, with reputations left in tatters. XP for their current Standing.
8 Political strife has divided the community, PCs cannot spend XP to advance
halting any efforts to prosper. Neighbor their Standing after the next
turns against neighbor. adventure
9 A plague of stingbats destroys almost all the Rations cannot be bought until the
crops and grain stores. next adventure.
10 A traveling cleric arrives in town and PCs must make a WIS Save or
declares the community to be heretics. An suffer a -2 on all saves to resist
inquisition rips through the populace. spells for the next adventure
11 A traveling sorcerer curses the community PCs cannot earn Luck on their
for their ill-treatment and a rash of bad luck next adventure
breaks out.
12 A demon was accidentally summoned by a PCs must choose to perform a
curious child who discovered a misplaced favor for the demon or defeat it in
tome. combat.
13+ The earth rips open in the middle of the Good luck fighting a dragon!
town and a dragon bursts forth from the
Shadowdark below, attacking the town.
Written by: James M. Spahn Published by: Gaffer Games
Art by: Carlos Castilho, Dean Spencer (https://gaffer-games.itch.io/)
Soul-Burning Torch is an independent product published under the Shadowdark RPG
Third-Party License andis not affiliated with The Arcane Library,LLC. Shadowdark RPG
© 2023 The ArcaneLibrary, LLC. All other text is CC-BY-SA 4.0
The Mind Killer
A psionic class for Shadowdark RPG

By: Jason Male


The Mind Killer is a desert Mental Fortitude. You have
nomad who is trained in advantage on check to resist
fighting daggers and has mind altering effects.
expanded their consciousness
through eating the rare Mental Shield. Add half of
mushrooms that grow on the your level (rounded down) to
slime trails of great sand your AC.
worms.
Voice of Command. 3/day you
Weapons: Dagger, Staff penetrate the mind of a single
target that can understand a
Armor: None language you speak and force
it to perform a small
Hit Dice: 1d6 reasonable task. (Can not be
self harm, or violence against
Language: You know another creature.) DC15 WIS to
Common plus INT modifier resist effect.
languages. (MAX 1 Rare)
Example: “Sit down”, “Release
Altered Consciousness. Able me”, “Drop your weapon”,
to use psionic abilities as if “Open the door”.
spells. Mental Ability check
uses INT modifier.

MIND KILLER TALENTS

2d6 Effect
2 Force Blast deals an additional 1d4 damage. (stacks)
3-6 +1 to melee attacks or +1 to mental ability checks.
7-9 +2 to Intelligence, dexterity, or constitution.
Advantage on checks from a single mental ability (spell)
10-11
of choice.
12 Choose a talent or +2 points to distribute to ability scores

2
THE MIND KILLER

3
MENTAL ABILITIES
Mental Abilities
Mental abilities work as the
spell according to the
Abilities Known by Spell
Shadowdark RPG book.
Tier
Level 1 2 3 4 5
It is intended to be a
1 2 - - - -
force/coercion/ telekinetic
2 3 - - - -
action. At level 1 you gain
3 3 1 - - -
Force Blast (magic missile)
4 3 2 - - - and one more Tier 1 ability of
5 3 2 1 - - choice.
6 3 2 2 - -
7 3 3 2 1 - You must make an ability
8 3 3 2 2 - check (spellcheck) to manifest
9 3 3 2 2 1 the effect. For Critical fumbles
10 3 3 3 2 2 roll on wizard fumbles table.

TIER 1 TIER 3
• Charm Person • Command
• Feather Fall • Fly
• Floating Disk • Sending
• Hold Portal • Fabricate
• Magic Missile (Force
Blast) TIER 4
• Sleep • Confusion
• Control Water
TIER 2 • Wall of Force
• Detect Thoughts
• Hold Person TIER 5
• Knock • Disintegrate
• Levitate • Hold Monster
• Silence • Power Word Kill
• Zone of Truth

4
CREDITS
Writing. Jason Male

Art. Midjourney AI

LEGAL
Fonts. Old English Text MT by Monotype Type Drawing Office used
under license, Montserrat designed by Julieta Ulanovsky, Sol
Matas, Juan Pablo del Peral, Jacques Le Bailly, used under Open
Font License, Old Newspaper Types by Manfred Klein used under
license.

Shadowdark License. This product is an independent product


published under the Shadowdark RPG Third-Party License and is
not affiliated with The Arcane Library, LLC. Shadowdark RPG © The
Arcane Library, LLC.

Layout Template. By Taylor Seely-Wright.

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