House Rules for Shadowdark
In addition to the six attributes, also roll for Luck, this will affect certain boons rolled, as well as being able to
avoid, or attract fumbles.
D30 Lucky Rolls
1 Harsh Winter All attack rolls
2 The Bull Melee Attack Rolls
3 Fortunate Date Ranged Attack Rolls
4 Raised by Wolves Unarmed attack Rolls
5 Raised by drunks Carousing tables
6 Born on the Battlefield Damage Rolls
7 Raised by Bears Melee Damage Rolls
8 Hawkeye Ranged Damage Rolls
9 Pack Hunter Attack Rolls Next to Allies/overwhelmed
10 Born under the loom Skill Checks
11 Foxlike Cunning Find/disable Traps
12 4 leaf clover Find secret doors
13 Seventh Son Spell Checks
14 Raging Storm Spell Damage
15 Righteous Heart: 1 Tier of Penance Free (eg. 4=3 etc.)
16 Survived the Plague Healing from spells to or from.
17 Lucky Sign Saving Throws
18 Guardian Angel Saves vs traps
19 Survived a snake bite Saves vs poison
20 Struck by Lightning Dexterity saves
21 Lived through famine Constitution saves
22 Resisted Temptation Wisdom Saves
23 Charmed House Armor Class
24 Speed of the Gaboon Initiative
25 Bountiful Harvest Hit points (each level)
26 Warrior’s arm Critical threshold (2’s, and 19’s on D20)
27 Unholy House Death saves
28 The Broken Star Fumble Charts
29 Birdsong Number of Languages
30 Wild Child Speed (+1/-1 = +5’/-5’ speed)
- Exploding Damage dice/Momentum
You have advantage on checks to repeat the exact same action you failed in a previous turn as long as the
scenario is the exact same.
Damage dice explode. Max damage on a dice roll additional dice, repeat until you no longer roll max.
- Fortune Points
1 coin for each player, at the beginning of a session, each player rolls a d6, on a 6 a coin from the pool
goes to the GM.
1 FP
-re-roll once per turn
- gain advantage on a roll
- Maximize a damage die
2 Fortune Points
- Reroll a saving throw after the result was determined
- Get another action, only one PC can use per session.
Fumbles
Roll d16 Heavy, d12 medium, d8 light, d4 no armor Result
0 or less You miss wildly but miraculously cause no other
damage.
1 Your incompetent blow makes you the laughingstock of
the party but otherwise cause no damage.
2 You trip but may recover with DC 10 DEX save,
otherwise must spend the next round prone.
3 Your weapon comes loose in your hand. You quickly
grab it, but your grip is disrupted. -2 penalty on next
attack.
4 Your weapon is damaged; 10 minutes to repair, useless
for now
5 You trip and fall, end your turn.
6 Weapon entangled in armor, lose your turn untangling, -
1 to AC
7 Drop your weapon d8, Sacrifice your movement picking
it up.
8 Hit a wall, melee weapon broken, magic unharmed
9 Stumble, Enemies have +2 to hit you next round.
10 Tin man, your armor locks up for 1d3 rounds.
(Unarmored are unaffected)
11 Your wild swing leaves you off balance -4 to attack next
round.
12 Swing at one randomly determined ally
13 Trip badly, 1d3 damage, must use your movement to
stand.
14 Fall on your back like a turltle, must remain prone for
next round.
15 You wound yourself, taking normal damage
16 + Strike yourself for normal damage +1, fall on your back
and must pass DC 12 DEX to stand up.
Monster Fumbles
<0 The monster must make a DC 11 Ref Save or fall prone.
1 The monster trips and falls prone.
2 The monster’s next attack is at a -2 penalty.
3 The monster’s next attack is at a -4 penalty.
4 The monster’s opponent gets a +2 bonus for his next attack.
5 The monster’s opponent gets a +4 bonus for his next attack.
6 One of the monster’s appendages is damaged; all attacks are at a -2 penalty until healed.
7 The monster trips and falls prone hard, suffering d4 damage.
8 The monster hits its ally within range (or self if no ally) for normal damage.
9 The monster wounds itself for normal damage +1 and falls prone.
10+ The monster wounds itself for maximum damage and falls prone.