A downloadable supplement

Shadows of the Wild is a rules supplement for Shadowdark RPG that expands and adds to the overland travel rules. The goal was to build on top of the core rules rather than replace them. 

Each day is divided into four travel rounds - Morning, Mid Day, Evening and Night. Each travel round a character may choose one of the following activities: Hike, Lead the Way, Keep Watch, Forage/Hunt/Fish, Make Camp, Rest, Explore or Miscellaneous. This supplement contains rules for resolving each activity as well as mishap tables in case you fail.

StatusReleased
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorJordan Rudd
TagsHexcrawl, OSR, shadowdark, Tabletop role-playing game

Download

Download
Shadows of the Wild.pdf 1.7 MB

Comments

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I have been inspired by your work on this supplement!

I would love permission to include a slightly expanded form of these rules (and the rules from your hirelings supplement) in a supplemental setting for Shadowdark I am working on that will be focusing on hexcrawling. I would only have this available on the Fantasy Grounds Forge, if it ever comes to fruition after some playtesting.

You have my blessing to use/remix/republish this and Friends in the Dark in any way you see fit. Let me know when you publish! I'd love to read it. 

Thanks! Will do. Although, I will only be making it for Fantasy Grounds VTT, so there will not be a PDF (unless it just becomes very popular and I can find the time to port that over to PDF (which would be through Word as I don't have, except for the viewer, or know how to publish with Adobe, lol)

(1 edit)

EDIT NOTE: I did not include any of the rollable mishaps tables as that is not a simple copy\paste process from the VTT.

Here's a link for just the travel rules portion of what I'm working on. It is very rough and was directly copy/pasted from the Fantasy Grounds VTT module, so the tables are not formatted and there are ghosts of links from the Shadowdark books VTT version. I formated simpler things where I could for readability.

Here is a statement from the VTT module on why I am doing what I'm doing, lol. There are other adjustments I am making in the rules, but they are nowhere as extensive as my modifications to your work.

Why Adjust and Add More Rules?

While the combat rules are mostly sufficient for my tastes, there are a few areas where the ambiguity is a bit too much for my liking.

I'm not a fan of ambiguity, especially when multiple people are involved in a cooperative activity like RPGs. I prefer to have things spelled out to provide a clear baseline from which to start.

Additionally, some of the base rules and options don’t quite fit within the framework of the setting being developed here. The main purpose of this setting is to explore what humanity would do if it survived multiple apocalyptic events of a magical and otherworldly nature. To fully explore this world, I believe some adjustments and additional rules are necessary.

While I prefer well-defined rules, I also firmly believe that rules are meant to be broken when the circumstances require it. Feel free to incorporate as many of the changes provided here as you like, or ignore them entirely. It's your game, your group, and your friends. You know better than I do how you and your group enjoy playing an RPG. The ultimate goal is to have fun and immerse yourselves in a dangerous, alien world, far removed from our hopefully normal lives.

https://www.dropbox.com/t/O8bFJfRECD70S9aW