Game Info and Rules

Jul 20, 2024 6:35 pm
Welcome to Shadowdome Thunderdark!

The gods have called a great competition! A challenge for the ages. They have created a deadly dungeon, the Thunderdark, surrounded by a dark, impenetrable shield, the Shadowdome. Deep in the dungeon, the gods have hidden a prize. If a group of adventurers can survive the dungeon, find the physical prize and bring it back out, they will be granted the true reward: one wish for each member of the party.

A divine emissary, the Dungeon Master, controls passage through the Shadowdome. They have selected two teams of adventurers to compete for the prize, exploring the dungeon at the same time from different entrances. Should challengers die during the competition, the remaining party members may choose replacements. The competition's only rule is that the two teams may not engage each other in direct conflict.
Jul 20, 2024 6:51 pm
Game Rules

Core Rules:
Free Shadowdark quickstart rules are available from the Arcane Library here.
[ +- ] Pulp Mode
[ +- ] House Rules
Jul 20, 2024 6:57 pm
Character Creation
[ +- ] Additional classes and backgrounds
[ +- ] Character Creation House Rules
Jul 20, 2024 8:00 pm
Play-by-Post Special Rules
[ +- ] Crawling Rounds
[ +- ] Combat Rounds
[ +- ] Light Sources
Jul 21, 2024 12:32 am
Mapping

I've changed my mind about mapping. Players do not need to map the dungeon. I will maintain the map and update it as the party moves through the dungeon. However, this map is not free. One party member must be "the mapper". The mapper must use both hands to create the map while the party is moving through the dungeon. They must drop or stow the map when combat arises. The map and the tools to make it take up an item slot in the mapper's inventory. If the mapper dies, someone must take the map and become the new mapper.
Jul 21, 2024 1:22 am
Special Dungeon Rules

Random Encounters: The Shadowdome Thunderdark zine has its own rules for random encounters. Checks happen every round, but the chance of an encounter is lower. A d20 is rolled. A 1 is a light source misshap. A 10 is an encounter. And a 20 gives someone a luck token. At deeper dungeon levels this roll is made twice per round.

Resting: The party cannot rest in the dungeon. They must return to town to rest. A night's room and board for one person at the local inn is 1gp.

Passage of Time: Ten crawling rounds equals one hour of game time. An entire combat counts as one crawling round for this purpose. The party will become exhausted if they spend more than 8 game-hours in the dungeon without resting. Exhausted characters lose five gear slots from their inventory and move at half speed. I will note the passage of time at the end of each round.

Movement: When exploring new territory, the party moves 30' per crawling round. When moving through previously explored territory, you can double this speed. You can move twice as fast by running, but you won't notice traps when doing so.

Leaving the Dungeon: The party can "fast travel" from their current location to the exit so long as they aren't cornered or trapped. I will make the appropriate number of random encounter checks. If an encounter happens, the fast travel stops at the location of the encounter, and the encounter gets resolved. After resolving the encounter, the party can continue fast traveling towards the exit.

The Rival Party: I will be simulating a rival party using a few random tables. The rivals will be moving through the dungeon during the game, possibly clearing rooms and finding treasure. If they reach the location of the prize before your party does, they will grab it and make a run for the exit. You cannot attack the rival party or directly obstruct them, but you can try to hinder them indirectly.
Jul 21, 2024 2:11 am
The Town

The Shadowdome Thunderdark appeared near the crossroads town of Bruga's Hold. This is a stereotypical fantasy rpg home base town. It is large enough that common goods are easily available, and unusual items might sometimes be available as well (depending on the generosity of the dice). The town's primary tavern is the Captain's Tankard. Lodging is available at Helestra's Inn.

Per the rules above, the party must return to town to rest. The cost of one night's lodging at the Inn and one day's worth of food is 1 gp (total).

Once between trips into the dungeon, the party may carouse (spend money to earn XP, with the possibility of other boons or problems). The standard Shardowdark rules for carousing apply.

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