Shadowbooks Shadowdark RPG Game MasterModes of Play
Shadowdark RPG, p. 110
p. 110
Shadowdark RPG, p. 111
p. 111
Modes of Play Modes of Play HUNTER MODE • Defeated monsters grant XP equal to half their level (round down). MOMENTUM MODE • You have advantage on checks to repeat an action you failed if you try the exact same action again on your next turn. • Damage dice explode. If you roll maximum damage on a die, roll again and add it to the total. There is no cap. PULP MODE • There are no maximum luck tokens a player can have. • Players start every session with 1d4 luck tokens. • You can use a luck token to turn a hit into a critical hit. • You can use a luck token to take an extra action. • You can use a luck token to force the GM to reroll a roll. Mix and match these optional rules to create new challenges and gameplay styles. BLITZ MODE • Light timers last 30 minutes. CHAOS MODE • Reroll initiative at the start of every combat round. DEADLY MODE • Death timers are always 1. • DC 18 INT to stabilize dying. FATALITY MODE • Characters die at 0 hit points. GRINDER MODE • With each successful rest, you only regain 1 stat damage per stat and HP equal to one roll of your hit points die (dwarves roll with advantage). • Spellcasters choose 1d4 lost spells to regain after a successful rest.
Let There Be Darkness ATTACK THE LIGHT A main source of time pressure in Shadowdark RPG is the limited duration of light sources. Don't let light sources be "set it and forget it." The characters must protect their light sources and keep them from going out. Here are some ideas for how to attack the light source: • Imperil torches and lanterns on random encounter tables. • Have enemies try to extinguish light sources. • Have opposing spellcasters hit the target of light spells with dispel magic or other magic-neutralizing effects. • Have the environment put the light source at risk; gusts of wind, dead-magic zones, thin air, dripping cave ceilings, explosive gas, falling debris. • Remember that dropping a torch or lantern might extinguish or break it. d6 Details 1 Dud. The light source (even a magical one) goes out and needs to be replaced or recast. 2 Fire. The light source (even a magical one) flares and burns your hand. Take 1 damage. DC 18 DEX or drop it. 3 Air. A rogue wind or pocket of thin air blows through. DC 15 DEX or the flames go out. 4 Water. A sudden rain shower or dripping ceiling hits the light source. DC 15 DEX or the flames go out. 5 Earth. Falling rocks, mud, leaves, or ash cover the light source. DC 12 DEX to protect it. 6 Spark. If the light source is open flame, it sparks and catches on 1d4 flammable objects within close. DC 12 DEX to extinguish each one. LIGHT MISHAPS