Shadowdark RPG
Core RulebookCore Mechanic
Roll a d20 plus the relevant stat modifier and meet or beat the difficulty class or Armor Class. Advantage and disadvantage use two rolls and keep the better or worse result.
Best For
Groups who want dangerous dungeon expeditions driven by resource choices and player ingenuity. Suits campaigns where recovering treasure matters more than defeating every monster.
Highlights
Torches burn for one hour of real time, putting a time limit on dungeon exploration. Gear slots make carrying treasure compete with supplies needed to survive the return trip. Procedural generators let the GM create dungeons and encounters during play.
Considerations
Low starting hit points make a few successful attacks potentially fatal. Class talents are rolled at odd-numbered levels, limiting control over advancement. Social interaction relies mainly on spoken arguments and GM judgment rather than a dedicated conflict subsystem.
Third-Party Publishing
Compatible tabletop RPG material may use game concepts and names, and reprint core monsters, spells, and magic items. Art and other verbatim text are excluded; attribution and branding conditions apply.
The publisher FAQ excludes Cursed Scroll content, standalone replacement games, character-building apps, and other derivative formats. Translating the whole rulebook requires separate permission.