Shadowdark Shadowdark General Thread [+]


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I like the flavor of the necromancer. But the Deathwalk ability makes me pause a bit. It seems like... interrupt the current adventure to go on a time consuming side quest to save a companion.
 

I like the flavor of the necromancer. But the Deathwalk ability makes me pause a bit. It seems like... interrupt the current adventure to go on a time consuming side quest to save a companion.

It very much seems like either a build around or yes exactly 'we need to save X' and this gives you a shot at that.
 



Woot. One finished hex map for Deadlands to replace the sort of shifty one it has now.

1751278272580.png
 


The first time a party's torch goes out mid-battle is a magical moment.

It might happen again if an enemy attacks the light, but the players will be adamant about keeping an eye on the clock from then on out and making every second count, as well as making sure they have enough torches to get back to the surface alive.

It's not quite Darkest Dungeon levels of watching supplies, but it's amazing -- after decades -- to make that a core part of a game without it feeling like Dungeons & Accountants.

We had the torch go out while we were exploring a room, but I immediately could see how dangerous it going out in combat would be. As it stood, just getting another torch lit in darkness made the dark feel scary in a way it hasn't in years in D&D.

The way it handles that, plus the inventory system, is fantastic. You can't just load up with half-a-dozen torches and not pay a price for it.
 

I know I've told this story here before, but while trying to fight the BBEG in Scarlet Temple in darkness the wizard got a spell mishap. He then rolled the result where the caster is illuminated by a purple glow, which gave him enough light to see by, so he bolted for the exit, everybody else followed the purple light, and they all got away.
 
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