Campaign ID: 1082
Links to the free Player's Guide:
Character Generator: Shadowdarklings
Resources for Shadowdark
Resources for Shadowdark
Character Stats
Carousing In Shadowdark (how to gain XP)
The number of participants per each round of Carousing isn't mentioned in the book. However the amount spend should depend upon the number of participants. I'm going to be using a "rule of thumb" on this. see below official list:
(This is what Eris is talking about for downtime with Carousing and Learning after a quest - and Carousing helping level up. If Ferd is in the group, Bards give a 1d6 Carousing bonus.)Characters
I'm going to try to limit this thread to just completed characters. Please, keep discussion and creating in the Character Creation thread. Those who have finished character creation need to put their completed sheet here, please.
This post will be my summary of who has what character:
Daisy Hodbringer (NPC): Halfling Thief(); AC12, HP8; S+0D+3C+1I+2W+0C+3; SSword+3, 1d6; Dagger+0/+3, 1d4; LUCK
Tinu en Arrnar (JR)Elven Ranger (Chosen of Madeera); AC14,HP7; S+0,D+3,C+0,I+1,W+0,C+1; Lbow+4,1d12; Lsword+0, 1d8; Dagger0/+4, 1d4; LUCK
Ferd Hardbottle (Marullus) Halfling Bard (Wanted); AC13,HP7; S+1,D+2,C+2,I-1,W+0,C+3; CBow+3,1D6(2h turn reload); Ssword+2,1d6; LUCK
Morvith (Enoch) Human Wizard (Cult Initiate of The Lost); AC9,HP4; S+2,D-1,C+0,I+4,W+2,C-1; Staff+2,1d4(2h); Detect Magic, Light, Missile, Sleep; LUCK
Robin Sherwin (Helvorn) Halfling Thief (Scholar); AC13,HP3; S+0,D+2,C+1,I+1,W-2,C+1; Ssword+0,1d6; Cbow+2,1d6(2h turn reload); Dagger+0/+2,1d4; Backstab+2D
Gaurbal (shaidar) Human Fighter (Chirurgeon); AC14,HP10; S+2,D+3,C+2,I-2,W+1,C+0; Lbow+4,1d8+1;Lsword+2,1d8; LUCK
Galreth (ateno) Human Witch (Acolyte of Ord); AC10,HP10; S-1,D+0,C+3,I-1,W+3,C+2; Dagger-1/0,1d4; Staff-1 1d4(2h); Charm Person, Hypnotize, Shadowdance
Draven (Terry) Human Ranger (Scout); AC13,HP4; S+1,D+2,C-1,I+2,W-4,C+1; Dagger+1/+3, 1d4/1d4+1; Lbow+3,1d8+1(2h); Lsword+1, 1d8;
Vesper Hush (Tiglith) Human Bard (Acolyte of ???); AC16,HP5; S+0,D+3,C+0,I-1,W+1,C+3; Cbow+3,1d4(2h turn reload); Dagger+0/+3,1d4; LUCK
Robin Halfling Thief (title); AC , HP ; SDCIWC; WPN; LUCK
Vurna Human Witch (title); AC, HP; SDCIWC; WPN; LUCK
Elizabeth Human Wizard(title); AC, HP; SDCIWC; WPN; LUCK
Da Dwarven Fighter (title); AC, HP; SDCIWC; WPN
Trawets Human Wizard(title); AC, HP; SDCIWC; WPN
Sister Rowan (NPC) Human Cleric (Sister) Lvl2: AC10+1, HP 6/6; S+0,D+1,C+1,I+2,W+2,C+1; Staff 1d4; Spells+2+1, Cure Wounds(11+), Shield of Faith(11+), Cleansing Weapon(12+)
Guardsman Durant (NPC) Human Fighter Lvl1: AC13+1+2, HP 12/12; S+1,D+1,C+0,I-1,W+1,C+0; Spear 1d6+1+1, Short Sword 1d4+1+1, Shield
Guild Hall Rooms:
2nd Floor
This post will be my summary of who has what character:
Daisy Hodbringer (NPC): Halfling Thief(); AC12, HP8; S+0D+3C+1I+2W+0C+3; SSword+3, 1d6; Dagger+0/+3, 1d4; LUCK
Tinu en Arrnar (JR)Elven Ranger (Chosen of Madeera); AC14,HP7; S+0,D+3,C+0,I+1,W+0,C+1; Lbow+4,1d12; Lsword+0, 1d8; Dagger0/+4, 1d4; LUCK
Ferd Hardbottle (Marullus) Halfling Bard (Wanted); AC13,HP7; S+1,D+2,C+2,I-1,W+0,C+3; CBow+3,1D6(2h turn reload); Ssword+2,1d6; LUCK
Morvith (Enoch) Human Wizard (Cult Initiate of The Lost); AC9,HP4; S+2,D-1,C+0,I+4,W+2,C-1; Staff+2,1d4(2h); Detect Magic, Light, Missile, Sleep; LUCK
Robin Sherwin (Helvorn) Halfling Thief (Scholar); AC13,HP3; S+0,D+2,C+1,I+1,W-2,C+1; Ssword+0,1d6; Cbow+2,1d6(2h turn reload); Dagger+0/+2,1d4; Backstab+2D
Gaurbal (shaidar) Human Fighter (Chirurgeon); AC14,HP10; S+2,D+3,C+2,I-2,W+1,C+0; Lbow+4,1d8+1;Lsword+2,1d8; LUCK
Galreth (ateno) Human Witch (Acolyte of Ord); AC10,HP10; S-1,D+0,C+3,I-1,W+3,C+2; Dagger-1/0,1d4; Staff-1 1d4(2h); Charm Person, Hypnotize, Shadowdance
Draven (Terry) Human Ranger (Scout); AC13,HP4; S+1,D+2,C-1,I+2,W-4,C+1; Dagger+1/+3, 1d4/1d4+1; Lbow+3,1d8+1(2h); Lsword+1, 1d8;
Vesper Hush (Tiglith) Human Bard (Acolyte of ???); AC16,HP5; S+0,D+3,C+0,I-1,W+1,C+3; Cbow+3,1d4(2h turn reload); Dagger+0/+3,1d4; LUCK
Robin Halfling Thief (title); AC , HP ; SDCIWC; WPN; LUCK
Vurna Human Witch (title); AC, HP; SDCIWC; WPN; LUCK
Elizabeth Human Wizard(title); AC, HP; SDCIWC; WPN; LUCK
Da Dwarven Fighter (title); AC, HP; SDCIWC; WPN
Trawets Human Wizard(title); AC, HP; SDCIWC; WPN
Sister Rowan (NPC) Human Cleric (Sister) Lvl2: AC10+1, HP 6/6; S+0,D+1,C+1,I+2,W+2,C+1; Staff 1d4; Spells+2+1, Cure Wounds(11+), Shield of Faith(11+), Cleansing Weapon(12+)
Guardsman Durant (NPC) Human Fighter Lvl1: AC13+1+2, HP 12/12; S+1,D+1,C+0,I-1,W+1,C+0; Spear 1d6+1+1, Short Sword 1d4+1+1, Shield
Guild Hall Rooms:
2nd Floor
Daisy Hodbringer -- Southeast corner room with window looking up Temple Road
Elizabeth -- North side room with window looking up Dock Street toward the Temple to Madeera & a wizard's tower
Da -- East side room with a window giving only a warehouse view
3rd Floor
Elizabeth -- North side room with window looking up Dock Street toward the Temple to Madeera & a wizard's tower
Da -- East side room with a window giving only a warehouse view
Tinu
Vurna -- Northwest corner room with window looking out at the bay and a beach where fishing boats are pulled up
Robin -- side room on western side with window overlooking the docks and the bay beyond
Trawets -- Southwest corner room with window looking north up Dock Street with view of docks and a fire-escape
Vurna -- Northwest corner room with window looking out at the bay and a beach where fishing boats are pulled up
Robin -- side room on western side with window overlooking the docks and the bay beyond
Trawets -- Southwest corner room with window looking north up Dock Street with view of docks and a fire-escape
Character Stats
About Herbalism
About Herbalism...
There aren't official rules I can find for time to make or cost of materials, but "Unused
remedies expire in 3 rounds." implies that you make them and use them immediately...or lose them. We'll go that route, but I want to let you "brew" longer lasting potions as well.
I'll have to house rule time to make, stabilize, and the cost of components for herbal remedies. Here's what we're going to do.
There aren't official rules I can find for time to make or cost of materials, but "Unused
remedies expire in 3 rounds." implies that you make them and use them immediately...or lose them. We'll go that route, but I want to let you "brew" longer lasting potions as well.
I'll have to house rule time to make, stabilize, and the cost of components for herbal remedies. Here's what we're going to do.
- You have to get the Components (free if you find them, but can be bought from an Apothecary or other Herbalist).
- You have to "brew" or otherwise prepare these components to be combined to have the effect you seek.
- The Prepared components last indefinitely, and can be used for immediate effect or stabilized for long term use.
- You can combine them on the spot in a short number of rounds, but if not used expire in 3 rounds. INT Check +12 or it fails, Critical Failure means it fails and you can't attempt it again until after a long rest.
- Or you can combine them in advance where they don't expire, but this takes much longer. One prepared Remedy per day per level. INT Check +12 or it fails and you can't attempt Stabilizing that Remedy again until after a long rest.
Cost in GP Remedy Rounds to make 2 Salve 1 4 Stimulant 2 8 Forbane 3 16 Restorative 4 32 Curative 5
Character Stats
Backgounds
OOC: Let's talk Backgrounds for a minute. The background is more than just flavor, but it isn't a full blown class level either.
Let's look at some examples.
Each Character has a Background and at worse they give them Advantage on rolls that relate to that background, and I can be convinced that a background applies to all sorts of things if the player works at it.
In addition, some Backgrounds have relations to other classes and the abilities granted those classes, I'm very likely to give each PC low level access, maybe with some limitations, to those abilities. All of this is open to discussion between the Player and the Referee on what and how much leeway the player gets, of course.
Let's look at some examples.
Galreth and Vesper have the background of Acolyte, that means that at one time they were training to be Priests at a Temple of some god. They are knowledgeable of the followers of that god's rituals, rites and doctrines and will have Advantage in recalling and discussing those rituals and doctrines. Acolyte (p 194) NPC's are written to know Healing Touch (WIS Spell). DC 11. Heal one creature within close for 1d4 HP. In our recent set-to both Galreth and Vesper attempted to do healing, with, I assume, that Healing Touch ability and I allowed it, because it made sense to me that PC Acolytes should have much of the abilities of NPC Acolytes. If they want to succeed at any other Priestly Spell they will have a much, much higher bar to jump (higher DC, Disadvantage, need to make some major penance (even before attempting it, and/or spend a lot of time studying the ritual behind that Spell).
Now let's consider Gaurbal with the background Chirurgeon. You know anatomy, surgery, and first aid. Note that First Aid is listed and that is described as to stop a character from dying, or to Stabilize a dying creature so it doesn't need to make Death Saves. Now First Aid is a DC15 task, but a Chirurgeon should find it less difficult, so I might say "Roll DC15 at Advantage" if shaidar has Gaurbal attempts to give first aid. I'd say he gets ONE shot at it for the targeted character and failure just means he couldn't stabilize the target. However, what if he attempts that on a non-dying character? That's not in the book, but it makes sense to me that he could try it, and I'd probably give the same odds, but to only heal the target by 1 HP and, of course, failure NOW means he's can't attempt that again until after a long rest.
Or look at Morvith, with Cult Initiate as a Background. Cultists NPC's have Fearless and Deathtouch as abilities, it makes sense that Morvith should have some of that, say an Advantage to morale checks and the ability to attempt Deathtouch DC12, but only at Disadvantage.
Each Character has a Background and at worse they give them Advantage on rolls that relate to that background, and I can be convinced that a background applies to all sorts of things if the player works at it.

Character Stats
Combat Round Actions
This is small addition to the Combat Action Rules in Shadowdark. It gives characters a few more actions to work with, such as diving for cover or parrying an attack and allows for a second attack with limitations during a round. Still only One Spell, per round, though, and all additional actions/reactions have their pros and cons.
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Characters can take two Actions on their Round during a Turn. Normally this will be a Move and another Action, but can be two Moves or two Actions...with restrictions on the second Action.
Available FIRST ACTIONS
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Characters can take two Actions on their Round during a Turn. Normally this will be a Move and another Action, but can be two Moves or two Actions...with restrictions on the second Action.
Available FIRST ACTIONS
- Move - A character may move a Near distance with one action.
- Melee Attack - Melee attacks use melee weapons. Roll 1d20 + your Strength modifier + talent bonuses. You hit the target if your total is equal to or greater than its AC.
- Ranged Attack - Ranged attacks use ranged weapons. Roll 1d20 + your Dexterity modifier + talent bonuses. You hit the target if your total is equal to or greater than its AC.
- Cast A Spell - Casting a spell takes one action (see Spellcasting on pg. 44).
- Stand from Prone - Stand up from the ground.
- Improvise - Do an improvised action, such as swinging across a ravine on a vine. The GM might determine it requires a stat check or attack roll.
- Multitask - Characters can do small, parallel tasks on their turns, such as speaking, activating a magic item, or quaffing a potion.
- Move - A character may move a Near distance with one action.
- Melee Attack - If this is the second Melee attack use melee weapons at DISADVANTAGE. Roll 1d20 + your Strength modifier + talent bonuses twice, keep lowest. You hit the target if your total is equal to or greater than its AC.
- Ranged Attack - Ranged attacks use ranged weapons, limited to only RANGER class. Roll 1d20 + your Dexterity modifier + talent bonuses. You hit the target if your total is equal to or greater than its AC.
- Cast A Spell - Only ONE spell may be cast per turn. If a spell was not cast as a FIRST action it may be cast as a SECOND action.
- Dive Reaction - Call a reaction where the character will dive to the ground to avoid the next attack against them until it is their round again. The attack against them will miss, but all other attacks against them while prone will be at Advantage.
- Block/Parry Reaction - Call a reaction where the character will attempt to block/parry the next attack against themselves or anyone Close to them they name until their next Round. This attack will target them, not the original character, and will be at Disadvantage.
- Improvise - Do an improvised action, such as swinging across a ravine on a vine. The GM might determine it requires a stat check or attack roll.
- Multitask - Characters can do small, parallel tasks on their turns, such as speaking, activating a magic item, or quaffing a potion.
Character Stats