Shadowbooks Shadowdark RPG GameplayResting
Shadowdark RPG, p. 86
p. 86
Shadowdark RPG, p. 87
p. 87
Resting Resting RESTING Injured or unconscious PCs can rest to recover from their wounds. To rest, a character must sleep for 8 hours and consume (or be fed) a ration. Sleep can be broken up for light and routine tasks, such as taking a turn on watch. Interruption. Each stressful interruption of rest (including combat) requires an affected character to make a DC 12 Constitution check. On a failure, the character consumes a ration but gains no benefit from resting. Success. A character who successfully rests regains all lost hit points and recovers any stat damage (all stat damage is temporary unless described otherwise). Additionally, some talents, spells, or items regain their ability to be used after a successful rest. DANGER LEVEL Characters can rest anywhere, but doing so inside a dungeon or perilous environment carries a high chance of failure due to the risk of a random encounter. While the characters are resting in a dangerous environment, the Game Master checks for random encounters using the overland travel cadence: Unsafe. Check every 3 hours. Risky. Check every 2 hours. Deadly. Check every hour. CAMPFIRE In many cases, adventurers need a light source while resting. Characters can combine three torches into a campfire that can't be moved once lit. A campfire lasts up to 8 hours while at least one character remains near to it, and it casts light out to a near distance.
Stealth and Surprise HIDING AND SNEAKING Creatures who are hiding or sneaking must succeed on Dexterity checks to go undetected by other creatures within eyesight or earshot. The GM determines the frequency and difficulty of the check based on the environment. The GM might secretly roll the check for a character if knowledge of the outcome impacts the situation. Hiding Limitations. Creatures can't hide while other creatures are able to see them, even at a casual glance. It might also be impossible to hide if there's nowhere for a creature to stay out of sight. DETECTING Detecting a hiding or sneaking creature requires the searcher to actively look or listen. Looking in the right place automatically reveals a hidden creature. Otherwise, the searcher must succeed on a Wisdom check to perceive a sneaking or hiding creature. SURPRISE A creature who begins its turn undetected has the advantage of surprise. If combat hasn't started yet, those with surprise take one turn before the combat initiative roll (see Combat Initiative! on pg. 88). A creature has advantage on attack rolls against surprised targets. Attacking from hiding gives away the attacker's position afterwards unless the GM determines otherwise.