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TIME
▶ Add a Random Encounters
table for dungeon-delving
segments
▶ Identify opportunities to
present time-based trade-offs
to the characters (i.e. characters
can perform some optional
action for a potential benefit,
but at the cost of time)
▶ Identify opportunities to
increase the Danger Level (rate
of random encounter checks) as
a result of character failure (i.e.
setting off a trap) ▶ Identify opportunities to
diminish or extinguish light
▶ Identify opportunities to sources as a result of character
decrease the Danger Level as a failure (i.e. setting off a trap or
result of character success (i.e. failing a check against a
disabling a trap, defeating a monster power)
boss monster)
▶ Identify and remove effects
that grant characters
darkvision, infravision, low-light
DARKNESS vision, or infinite light
▶ Add explicit Light/Darkness
▶ Note glowing items and adjust
notation to dungeon-delving
description so that they can’t be
areas
interpreted as light sources
1
GEAR ▶ Identify opportunities to
present risk-reward choices to
▶ Note particularly large items the players
and give them a # slots value
▶ Identify opportunities to
▶ Identify opportunities where present characters with limited
larger caches of items or resources they might use to
treasure can be reduced, with avoid, mitigate, or transfer
an eye toward reducing certain risks, with these
“mundane” items given as resources themselves often
treasure having their own cost or risk
2
▶ Apply the techniques in my risk, and using failure to push
traps course to enhance traps the characters further into the
featured in the module (or tense partial failure margin (see
create new traps if needed) to previous section)
heighten the feeling of danger,
with an emphasis on making
their effects more engaging and
spectacular beyond damage/
HONOR CHARACTER
stock conditions INVESTMENT
▶ Identify spells available at the
adventure level and find ways
STAT CHECKS AND to reward/encourage use of
3
OTHER ▶ Identify opportunities to tie
Shadowdark’s unique
CONSIDERATIONS mechanics and tables into
▶ Favor simplicity when possible— obstacles, game effects,
streamline complex interactions rewards, or punishments: class
talents, spell mishaps, rival
▶ Convert bonuses and penalties crawlers, treasure XP value, etc
where appropriate to ADV and
DISADV