Showing posts with label Shadowdark. Show all posts
Showing posts with label Shadowdark. Show all posts

Monday, January 12, 2026

Hexenburg Session 3: A Megadungeon for Shadowdark


 The session opened with the characters take a bit of time to check on "astrological frequencies" after their weird trip to another Plane last session. Things looked normal so they entered the wizard school.

They started moving South and West since they had not explored those areas yet.

As an aside, I've been a member of Mike Mearls' Patreon for awhile. Over the years he's been working on new math for building Encounters and redesigning monsters, a 5E variation called Odyssey, a 5E version of B/X called Moldvay, and an alternative system for high-level play for 5E. One of the subsystems of Moldvay is his Threat System. Every 10 minutes of real time you roll a d6. If a 6 is rolled something happens. If a 6 isn't rolled that die is set aside and rolled when the next Threat timer sounds off. I used this for the first time this week and combined it with the Torch Timer. I rolled the d6s out in the open so the players could see.

As the group encountered a hive of stingbats I got a 6 on the Threat timer so two goblins entered the scene and were chasing a Wizard's familiar a fight ensued. The characters defeated the goblins and the cat ran off. The characters then debated tracking down the cat when the Threat timer went off again and a different group of adventurers moved into the area. 

The character's negotiated with the other group and learned of a second entrance to the school through a local cave that led into the 3rd sub-basement.

At this point the characters, who began to react when the timer went off, started moving faster and with more purpose. One last fight with goblins saw the Threat timer go off and introduce a few more goblins while their torch and the light spell went out. That was the most tense fight of the session with one player focusing solely on lighting a torch for 2 rounds. No one died but they were battered and nervous.

Soon after they decided to leave the school to regroup.

As a DM sometimes things slip my mind and I can easily get caught up in the momentum of play. The Threat Timer really helped me focus and the alarm ratcheted up player tension and reminded me to check for random encounters. When it would go off I'd just make a tick so that on the 6th Threat Timer I'd also remember that lights went out.

I've designed Hexenburg with donjon.com and while I appreciate the map I think I'm going to move to a more abstract model that probably is best described as a point crawl. I tend to think more in set pieces so I think this will suit me better.

Sunday, January 4, 2026

Hexenburg Session 2


Yep, it took this long for the second session of my Open Table Megadungeon for Shadowdark because I chose to start it in December. We were only missing one player from the first session so I view that as a good sign.

We have a Wizard, Cleric, Plague Doctor, Warlock, and 2 Fighters.

Things took a turn because Mike Mearls has a Patreon where he is designing a Basic version of 5E he's calling Moldvay and we got a bunch of playlets material for last week. He talked about his secret is that he makes things he likes so I worked up a minidungeon inspired by Gamma World, Kamandi, Thundarr, and Masters of the Universe. I ran Moldvay with it on Friday night with that group and I decided to give it a run using Shadowdark but made some modifications to the floor plans.

To facilitate this, Zebulon of Thane the expedition's sponsor warned the Characters that strange astrological phenomena occurred in the last few nights and it could have an effect on the magic school because of. how much magic saturated the location.

Sure enough, when the entered Hexenburg the came to a corridor completely unfamiliar to them. The stone was worked and had a pale white color and their torchlight reflected off of it to shed light out to double near. The first room the went into had a very flattering stature with a placard depicting a well-muscled human dressed a lot like He-Man but he had a third eye. One of the players touched it and a secret door was revealed.

Let me take a minute to share that I used Donjon again and while I love it I need to get more comfortable building my own because even with the modifications that secret door took them almost immediately the dungeon's master Osh Keldar, the Mind Mage of Mal'Mordo. A much older Keldar was almost unrecognizable as his much older head was attached to a warforged's body and it looked like it had seen better days. 

I don't know who was more curious, the Characters or the Mind Mage. They ended up eating dinner with him where the met his Thri-Keen bodyguards, and his staff who all wore shock collars to prevent them from leaving his Sanctorum. The Warlock read the mind of the halfling woman who manage the kitchen and alerted his comrades that this guy was bad news. Keldar was very curious how they got here and where they were from and mentioned that he was charter member of the Rings of Saturn and was shocked to find out they were unfamiliar with any of them. They also learned that this world was nearly destroyed by an "Atomics Exchange" a millennium ago and the Rings ruled this region with their own fiefdoms.

The Characters got lucky and killed Keldar quickly and discovered that everyone who served him were under his psionic control or had shock collars. From there things became a rescue mission while looking for any treasure and books per Zebulon's request. Keldar had a Ring that grants a +1 to AC and once per day can reduce all damage from one source to 0 and the Wizard now wears it. They also found three books: The Filbeau Verses a survivors account of the Great War that ravaged the planet one-thousand years ago, the Inquest of Amber Dogstar, the file of the investigation of her death, and a children's book,  Calliope the Scallop Missed Her School Bus.

The characters were glad to see if they could find their way home when they left the dungeon and once they reported to Zebulon he had many questions for them.

This adventure helped expand my ideas for the Friday game and will have some lingering effects for Hexenburg because I want to communicate that the school is saturated with Arcane energy and is unstable in many ways. It also gave me a new faction for the game.

The characters hit 2nd level at the end of the first session and are about halfway to 3rd. I'm thinking I'm going to slow things down as I work out the ins and outs of the XP system, carousing, and downtime system.

We are schedule to play next Saturday.

Saturday, December 20, 2025

Hexenburg: A Shadowdark Megadungeon


The Hexagon has become Hexenburg and I've run the first session. I built the Ground Floor of the dungeon using Donjon.gin.sh and I learned that the Player version of a level INCLUDES Secret Rooms so I've definitely learned a lesson there. The players made it about a quarter of the way through the Ground Floor before discovering a short cut to a sub-level (the Enchantment School Lab four levels below) but were scared off because they encountered a Hook Horror and an Umber Hulk fighting each other viciously.

Session 2 will pick up with them returning to the Ground Floor.

The expedition is being organized and financed by Zebulon of Tane who worked at the Library of Davion on the border of Ving and Borgia. He is looking for any and all books the delvers find and 30% of any treasure. Several member of the group are suspicious of him.

I had seven players and I think most will return for the next session in January.

Thursday, November 27, 2025

The Hexagon for Shadowdark: Why Am I Building a Megadungeon? I'm Glad You Asked!

I blame Undermountain for my love of megadungeons.


The other day I posted about the Hexagon, a megadungeon I'm designing for an open table using Shadowdark. It dawned on me I could chronicle its development to showcase what I was thinking and why.

There are plenty of published adventures that I find myself wanting to run but then I start to read them and my eyes cross and I get bored or distracted and I check out. I want to be clear that I'm not throwing shade at anyone who has published an adventure it's just that the reading and rereading part doesn't work for me. My brain checks out if an adventure is more than about fifteen pages.

My brain likes very succinct adventures I can process easily, broad thumbnail sketch stuff not room by room detail. Robert Schwalb is great at writing these for Shadow of the Demon Lord and Shadow of the Weird Wizard. I can grab one of his adventures and be ready with ten minutes of prep if I have too. Joseph R. Lewis' Dungeon Age line falls into this category too. I've run a ton of their adventures over the last 6 years and heartily recommend them. 

I've been trying to push myself creatively too. I'm intimidated by designing an adventure for publication so I'm facing that anxiety head on. I look back at the early years of the blog and I don't know that I recognize that person from a design and storytelling perspective. I want to get back there, at the very least.

As a local game store owner I have a ton of customers that want to play DnD, but not many that want to run it and I only have so many hours in the day for in-store play. I'm hoping that developing Hexagon for open table play will allow me to serve more of those customers and maybe teach some of them how to GM. If they have played the Hexagon and enjoyed it I can hand them a fully formed dungeon to use and let them know I can give them help because we are working with a common module.

My ultimate goal is a successful in-store campaign and a product I can distribute other to play.


Wednesday, November 26, 2025

The Hexagon for Shadowdark: Pyreskulls

 


Pyreskull for Shadowdark

"What is a Pyreskull? Well a Flameskull is an undead guardian created by a necromancer from the skull of a dead wizard. It is some evil shit, but here is the thing...sometimes powerful magic, really nasty evil necromantic stuff can transform a wizard at the moment of its death into hat type of undead without the ritual. Thankfully, we don't see that too often unless you like dungeons...then...well, your odds of encountering one improve dramatically. How can you tell a Pyreskull from a Flameskull? I'm still working on that...but you should either blow one up or run when you see either of them."

-- Elgin Prawn, the Third Greatest Bard in the World

AC 14, HP 18, ATK 2 spit fire +4 (1d10), MV near (fly), S -1, D +2,
C +2, I +4, W +1, Ch +0, AL N, LV 6 

Animate Dead (INT Spell). DC 13.

Dispel Magic (INT Spell). DC 13.

Hold Portal (INT Spell). DC 11.

Fearless. Immune to morale checks.

Fire Bad. They are as bright as a torch in the Shadowdark.

Fireball (INT Spell). DC 13.

Mirror Image (INT Spell). DC 12.

Speak With Dead (INT Spell). DC 13.






Tuesday, November 25, 2025

Hexagon for Shadowdark: So I'm building a Megadungeon...



Even though this blog is well over a decade old and I've been a Game Master for more than thirty years the idea of creating a module to publish has always intimidated me. So I've decided to face that head on and I have begun work on a megadungeon featuring the Hexagon, a nearly forgotten school of the arcane arts on the outskirts of a trading post named Pwent. When it was in operation it was known as Hexenruul and educated wizards, both famous and infamous, for over seven-hundred years. 

These days the Hexagon is a gigantic six-sided monolith in the Shieldlands between Ockland and Hekatun. The Library in Brinhold is in need of numerous repairs and it doesn't have the coin to pay for them, but a young librarian named Hollister Wimble has managed to get his superiors to sponsor an expedition to the Hexagon to confirm it is the location of fabled Hexenruul. To make sure he doesn't die, they have assigned a veteran librarian, Opal Wintercrest, and the mercenary Topher Hume to accompany him.

Everyone but Hollister are surprised that his theory was right and now his team are recruiting adventurers to head into the Hexagon and (hopefully) exit with fortune and maybe even fame.

And that is where the players come in.

I'm designing it for Shadowdark.

I've finished the first level and about half-way done with the second level.

Saturday, October 18, 2025

31 Nights of Halloween: Marvel's Dragon Kings for Shadowdark

  



Dragon Kings for Shadowdark

AC 14, HP 44, ATK 2 longsword +4 (1d8) or 2 spell +5, 
MV near (climb), S +4, D +3, C +1, I +4, W +3, Ch +1, 
AL C, LV 8 

Acid Arrow. The caster launches a bolt at a Far target that deals 1d6 damage each round as long they focus on it.

Dispel Magic. DC 13. End one spell that affects one target the caster can see in Near range.

Hypnotize. DC 11.  One creature of LV 4 or less is stupefied. DC 14 Charisma check to end it.

Shape Change. DC 15. The caster transforms themselves and their gear into any creatures they have seen that is LV 10 or less. They assume the creature's physical stats but retain their mental stats. If they are reduced to 0 HP they revert to their true form at 1 HP.

Venom (INT Spell). DC 12. One target in far takes 2d8+4 damage.



Tuesday, August 19, 2025

Tuesday Terrors: Xenomorph for Shadowdark

 



Xenomporph for Shadowdark

"Perfect organism. Its structural perfection is matched only by its hostility."-- Ash, regarding The Alien (from Alien)

AC 15, HP 20, ATK 2 teeth +4 (2d6) or claw +3 (1d8) or tail +3 (1d10), MV near (climb), S +3, D +4, C +2, I +2, W +3, Ch -2,
AL C, LV 4

Acid Blood. 1d6 damage to near creatures when it takes damage.

Fearless. Immune to morale checks.

It's Here! DC 18 WIS check to detect when hiding or sneaking.




Monday, June 23, 2025

Help Our Local LGBTQ+ Organization and Win a Shadowdark Premium Core Hardcover!


https://www.ebay.com/itm/256987785780


Comic Book World is selling a Brand New, Sealed, Shadowdark Role Playing Game Premium Core Hardcover from The Arcane Library. All proceeds minus eBay fees will be donated to FlorenceKY Pride to help our local LGBTQ+ community.


Comic Book World was founded in 1981 and has been supporting all members of our local community ever since. Our company was founded by Paul & Cathy Mullins, and is currently run by their daughter, Priscilla Craddock, and her husband, Mark. Three of our children, Heather, Matthew, and Emma, also work for the company. 


Monday, June 16, 2025

Magic-Item Monday: Simon Belmon'ts Chain Morning Star for Shadowdark





Simon Belmont's Chain Morning Star for Shadowdark

Blessed silver chain whip.

Bonus. +3 chain morning star.

Benefit. It is a silver finesse melee weapon with a range of near that deals 2d4 damage. If you can use a club you can use this magic item.




Monday, June 9, 2025

Monster Monday: The Hush for Shadowdark





The Hush for Shadowdark
PDF download here.

Septimus Odrik, the Necromancer Lord of Haverhill and the author of the Infernemans, a treatise on undeath containing rituals for the creation of different types of undead. The ritual requires at least five children with innate magical ability to be sacrificed to Orcus over a period of several days.

AC 13, HP 19, ATK 2 death touch +3 (1d6 + life drain), MV near, 
S -1, D +3, C +1, I +0, W +1, Ch +0, AL C, LV 4

Undead. Immune to morale checks

Incorporeal. In place of attacks become corporeal or incorporeal.

Life Drain. 1d4 CON damage. Death if reduced to 0 CON.

Silence of the Grave. Sound is muted within near of the Hush. Creatures inside the area are defened, and any sounds they create cannot be heard.




Tuesday, June 3, 2025

New Release Warlock Patron: Saint Aramys for Shadowdark

Art by James Shields

I've just released a new Warlock Patron, Saint Aramys for Shadowdark. She is the slayer of the unquiet dead, the patron of those who survived. She empowers their victims so they can wage a personal war against the undead who preyed upon them.

Monster Monday: Cylon Centurion for Shadowdark


Cylon Centurions for Shadowdark
PDF download here.

“The Cylons are the creation of a long-extinct reptilian humanoid race, also called Cylons, and view humans as a nuisance and an obstacle to the expansion of the Cylon Empire. The armies of metallic, armored Cylon Centurions are ruled by a unique, yet replaceable, Cylon known as the Imperious Leader.”

AC 15, HP 12, ATK 1 rifle (near) +3 (1d6+2) or 1 fist +3 (1d6), 
MV near, S +3, D +3, C +3, I +0, W +3, Ch +0, AL C, LV 2

Blaster. The rifle’s damage die explodes if a 6 is rolled and there is no cap.

Impervious. Cold immune.

Thursday, May 29, 2025

Masters of the Universe: Man-At-Arms' Armor and Mace for Shadowdark

 





Armor of the Man-at-Arms for Shadowdark

Mythral and leather plate left over from the Eternian Epoch.

Bonus. +2 

Benefit. AC 18 (includes magic bonus). Ignore any damage dealt to you of 3 points or less. Undetected creatures do not have advantage to attack you. You can wield any weapon.



Mace of the Man-at-Arms

Mythral mace. 

Bonus. +2.

Benefit. Shoot a bolt of energy near with DEX, 1d8+2 damage (includes magic bonus to damage). 

Monday, May 26, 2025

Monster Monday: Warduke for Shadowdark



WARDUKE for Shadowdark

Download PDF here.

“A true fighter,” Warduke feels, “makes himself rich and powerful by the strength of his sword arm. He takes what he can—if you would keep your possessions, kill those who seek to take them.” He calls his sword “Nightwind.”

AC 15 (chainmail + shield), HP 38, ATK 3 +3 flametongue sword +6 (1d8+1d4+3), MV near, S +3, D +0, C +2, I -1, W +0, Ch +0, 
AL C, LV 8

Darksight. Has infravision.

Fearless. Immune to morale checks.

Grit. Has ADV on STR checks.

Implacable. Has ADV on CON checks.

Monday, May 19, 2025

Monster Monday: Tonberry for Shadowdark


 

TONBERRY for Shadowdark

Click here for a PDF.

“Sneaky beings that slowly creep through the darkness carrying knives and lanterns. Their incessant, innocent stare stabs through opponents, pushing them over the brink of despair.”

—Dissidia Final Fantasy museum description

AC 14, HP 44, ATK 3 knife +3 (4d6), MV close, S +3, D +3, C +4, I +0, W +1, Ch +3, AL C, LV 9

Chef’s Knife. Have ADV on attack rolls.

Grudge. Regain 2d6 HP when they slay a creature.

Rancor. Damage dice explode when a 6 is rolled. Roll the die again and add it to the total; there is no cap.

Traveler. Teleport a near distance.

Monday, May 12, 2025

Monster Monday: Cosmic Enforcer for Shadowdark





Cosmic Enforcer for Shadowdark

You can download a PDF here.

The Cosmic Enforcers are tasked with maintaining neutrality throughout the polyverse. They were founded by the Overlords of Trolla to witness and police the Forever War between Law and Chaos.

AC 18, HP 56, ATK 3 blaster (far) +6 (3d6) or 3 staff +4 (2d8), MV near, S +3, D +5, C +2, I +4, 
W +4, Ch +2, AL N, LV 11

Impervious. Only damaged by magical sources.

Magic Resistance. Hostile spells targeting the cosmic enforcer are DC 18 to cast.

Omens (WIS Spell). DC12. Self. ADV on all actions for 1d4 rounds.

Wednesday, May 7, 2025

I've just released Folk Lore 2 for Shadowdark



I've just released Folk Lore 2, which features 11 new ancestries for Shadowdark, including Bearfolk, Catfolk, Crowfolk, Elephantfolk, Hippofolk, Lizarfolk, Mantisfolk, Pangolinfolk, and Raccoonfolk.

You can purchase it here.

Saturday, May 3, 2025

Duchy of Saint Albus: Who is Saint Albus?


As I develop the Duchy using old and new blog material (see Duchy of St. Cuthbert posts), I've decided to develop Saint Albus as Patron with Boons for the Warlock class in Shadowdark. But to do that, I have to figure out who Saint Albus is, right?

Here we go...

One autumn, during the Harvest Festival in Quagmoor, Arcterus Von, a necromancer and vampire, directed his undead forces to invade it, abduct as many children as possible, while he raised the dead to join him. Seventy children were acquired that day and over the next decade, Von experimented on each one, slowly destroying all of them until only a lad named Albus remained.

The boy, who was only three when taken, endured these horrors by focusing on a voice within, telling him he had been chosen and assuring him he would survive and destroy his monstrous captor.

As the boy endured, the voice grew louder, and it began preparing him to become a holy weapon to hunt and destroy the undead plague upon this land.

At dawn on the lad’s thirteenth birthday, the voice revealed itself as a celestial being named Minevos who freed Albus and completed his training so he could finally destroy Von and his forces.

Over the next ninety years, Albus of Quagmoor’s war against undeath became legendary, and he founded an order to share the training Minevoss bestowed upon him to protect the world against the undead monsters that see the living as prey.

On his death, Minevoss declared Albus a Saint, a patron to those who survived against undeath and had the conviction to hunt and destroy them. Now, some hear Saint Albus’s voice within themselves at their darkest hour, teaching them to fight, hunt, and destroy the undead scourge.

Thundarr Tuesday: Mok Kin for Dragonbane

MOK for Dragonbane Ability: Mighty • Willpower Points: 3 The number of dice rolled for a STR-based melee weapon's damage is increased ...