Shadowbooks Shadowdark RPG GameplayDowntime
Shadowdark RPG, p. 90
p. 90
Shadowdark RPG, p. 91
p. 91
Downtime Downtime Between adventures, you can choose to undertake one downtime activity. CAROUSING Carousing is a way for you to convert the coin you've earned into XP and other benefits. You'll likely come out of a carousing event with a new NPC contact, whether friend or foe. You might even acquire a new magic item if you're bold and lucky enough. Carousing can last for several days of in-game time, so the GM will use the Time Passes rule (pg. 82) as needed. If you want to play out a gambling scene in detail, you can use the Wizards and Thieves game on pg. 94 to determine who wins a bet and how many valuables change hands. See pg. 92 for more details on carousing. LEARNING Your character may wish to learn a new skill during downtime. In order to learn a new skill, you must find a capable instructor who is willing to teach you. You can't typically learn another class's or ancestry's unique talents, but you can learn auxiliary skills. Examples include a new language, or how to ride a sandworm using a harness. Learning enables you to do new actions or gives you advantage on certain checks. Work with the GM to determine what you can try to learn. Then, make an extreme (DC 18) Intelligence check. If you succeed, you learn the new skill. If you fail, you can try again as your next downtime activity, this time lowering the difficulty of the Intelligence check by one step.
Overland Travel The world is still perilous for fortune-seekers outside the gloomy Shadowdark. When traveling overland, these rules add to the crawling rules. TURNS AND TIME The game moves in initiative order as normal while traveling overland, and groups often travel in chunks that comprise several hours. Use the Time Passes rules (pg. 82) as needed. Check for random encounters using the following cadence during overland travel: Unsafe. Check every 3 hours. Risky. Check every 2 hours. Deadly. Check every hour. LIGHT If needed, determine how much time remains on the current light source by rolling 1d6 x 10 minutes. There is rarely total darkness outside, even at night. NAVIGATION PCs in unfamiliar territory must have their navigator make an INT check upon exiting a hex. On a failure, the group moves into a random, adjacent hex. FOOD AND WATER PCs can go three days without consuming a ration. They take 1 CON damage each day after that (death at 0). A PC can forage for 1 ration per day with an INT check. TRAVEL PER DAY PCs can travel for up to 8 hours a day. They must pass increasing CON checks to push further. Hexes are 6-miles across. Method Time per Hex Walking 4 hours Mounted 2 hours Sailing 1 hour Difficult terrain 2x normal Arduous terrain 8 hours CROSSING HEXES