GENERATING ROOMS For each room the PCs enter, roll a Room Type. Then, roll on the corresponding table to determine the room contents. ROOM TYPE d12 Type Page 1-3 Empty room pg. 8 4 Trap pg. 11 5 Hazard pg. 10 6 NPC pg. 12 7 Monster mob pg. 13 8 Solo monster pg. 14 9 Boss monster pg. 15 10 Treasure pg. 16 11-12 Roll two and combine - CRAWLING EVENTS Roll 2d20 on the Crawling Events table every round (including combat)! CRAWLING EVENTS d20 Light mishap 2-9 - 11-19 20 d4 Details 1 Frog. A big frog tries to grab light with its tongue. DC 12 DEX to keep hold. 2 Bog Mist. Fog fills the room. Will extinguish the light in 1d4 rounds. 3 Strobe. Light sputters and flares. Total darkness every other round, 1d6 rounds. 4 Photophobia. Random PC panics for 1d4 rounds, tries to extinguish the light. Details 1 10 LIGHT MISHAPS Encounter, pg. 18 Grant a luck token ENCOUNTERS NAMES Also see Encounters, pg. 18. Humanoid. Igor, Jenny, Farz'lan, Roglin, Nim, Gregor the Esquire, Bilfus, Dardane, Meeks, Timmy, Kristis, Laurel the Just, Morgara, Hruthor, Bardal, Khazad Mor, Verdex, Arbyll, Intril, Ayes, Baron, Myr, Past Wolfenton, Harmonious Butterfly, Bob, Lady Hazel, Matilda, Rosie, Bernaise, Khalsee, Marvolo, Alykacha. DISTANCE d6 Starting Distance 1 Close 2-4 Near 5-6 Far ACTIVITY 2d6 Activity 2-4 Hunting 5-6 Eating 7-8 Building/nesting 9-10 Socializing/playing 11 Guarding 12 Sleeping REACTION 2d6 + CHA mod Attitude 0-6 Hostile 7-8 Suspicious 9 Neutral 10-11 Curious 12+ Friendly Monster. Scrab, Yothal, Stinksy, Mizzenmist, Urbloo, Tattertale, Orbus, Skarleen, Croako, Bilbool, Flavius, Gorkeem, Fizzlesticks, Skundle, Brog, Riffraff, Geminis, Skutskut, Darlak, Deneb, Leem, Vaska, Ziderak, Snarlo. Location. The Cyst, Blob Home, Wats, The Cave, The Shards, The Loft, The Gazebo, The Cathedral. THINGS The Gygaxian Grimoire, collection of miniature glass animals, six silver thimbles, lily pad hat, rusty bucket, The Door, thin sheet of clear crystal, a bag of red mushrooms, a broken helm, conductor's wand, bag of marbles, eye in a glass jar, rabbit's foot, cactus, lost sock. Shadowdome Thunderdark Dedication To Jason Barker, a cherished member of the Shadowdark community who will be missed. We roll the dice and fight the darkness in his memory. Editing, Layout, Art Editing by Doc and Kelsey Dionne. Trade dress by Brandish Gilhelm. Layout by Kelsey Dionne. Art: Cover and pg. 6 by Lucas Korte. Pg. 12 by Matt Morrow. Pg. 21 by Carlos Castilho. Pg. 22 by Lucas Korte and Jessee Egan. Rear endpaper by Moss. Contributors Sticky, Mark Boudreau, Logan Gianella, Beau Yarbrough, A. Denbigh Strickland, Benjamin Billman, Brennan Haase, Joe Hattery, Chem Geek Tim, MagiMaster, Frey Bugbee, aWeeLaddie, House DM, Kelsey Dionne, Kavross, iamrpgdm, Daniel Green, kustenjaeger, Qmungous from Rolling Brownout RPG, LaurinDavid Weggen, Moth Wuertzer, Shimrath, Neal McNamara, Micah Abresch, Sebastian Garcés, Scott Swalwell, Mathias Cnota Harpsøe, Khalidar Edgewood, Ben Forde, Chris Powell, Dan Deegan, Teece Milley, Some Idiot Games, Jeri Honeywell, Matt Dietrich, Jason L. Napier, Alex Laferriere of ORANGEeyes, Rayqua, Alex Jayner, Travis Markel, Pedro Costa, Dan Frederick, Corentin Palanchini, Ryan Witham, Steve Bladek, Crisgarner, Andrew Straight, Jeremiah Johnston, Sarah Angell, KeroZelvin, Ezequiel Rodríguez Andino, H.W.L. Kabocha, Abigail "Nights" Rogers, K. Z. The 13 yo., John Norman. Contents Introduction 7 Empty Room 8 Hazard 10 Trap 11 NPC 12 Monster Mob 13 Solo Monster 14 Boss Monster 15 Treasure 16 Encounters 18 New Monsters 20 6 Introduction I n Lake Geneva, WI, a legend was born. Now, 50 years later, we return to the home of Dungeons & Dragons to celebrate the game's golden anniversary. This document is a megadungeon generator for Shadowdome Thunderdark, a glorious event held at Gary Con 16. Creating this dungeon was a community effort, wrought by the hands of Shadowdark's finest and darkest minds. There is no greater furnace of creation than the darklings! In this mighty challenge, two teams of crawlers will fight their way through a randomly generated mega-dungeon at the same time to win gold, glory, and fame. Each group of characters must pursue a magic feather that escapes their grasp in the opening moments of their trial. The black feather and white feather each grant a mighty wish, if captured! What might the characters seek with such power? The forces of this dungeon will not allow easy victory. Its halls are filled with crystalline horrors, petrifying monstrosities, devious traps that confuse and dismay, a tuneless, fluting music of eerie and maddening notes... There is only one way to triumph. Roll high and don't die! -Kelsey Dionne, Feb. 2024 7 Empty Room EMPTY ROOM d100 01 02-03 Details Neon sign alternately flashing "Shadow" then "Dark" in blacklight A gentle, perpetually falling snow comes from a cloudy ceiling 04-05 A petrified stingbat that still has some liquid blood in its gullet 06-07 A glass panel on the wall; moving images of 3D snaking pipes 08-09 A pond of water a foot deep; sign that says "No drowning." 10-11 The room is a huge chessboard with giant, crystalline pieces 12-13 A battered map with a barely legible title: The Arcane Library 14-15 An otherwise normal tree grows here, bearing crystalline fruit 16-17 The walls are meat of uncertain type and origin 18-19 A glowing crystal juts from the floor; changes color if touched 20-21 An in-progress game of solitaire has been left on the floor 22-23 Floor is covered in steely, blue-black smoke 24-25 A pile of skeletons of with a sign that says "Killed by Doc" 26-27 The floor is covered in sticky, harmless goo 28-29 Beautiful, ethereal music fills the room; its origin can't be traced 30-31 Wall murals depicting a big fish turning humans into frogfolk 32-33 Windowless, yet sun beats down on a floor covered with sand 34-35 A large koi pond fills the center of the room 36-37 The air is still, but open flames flicker wildly as if windblown 38-39 A dozen stone statues depict frogfolk warring with goblins 40-41 A desk, chairs, and strange little polyhedral shapes of crystal 42-43 Pages of blank paper hover and drift around on a gentle wind 44-45 Four dead giant frogs are sitting in a boiling hot tub 8 EMPTY ROOM d100 Details 46-47 The walls have ears, literally; ears from every sort of creature 48-49 A large, empty cage in the corner and feathers of an unusual size 50-53 The crystalline floor lights up briefly wherever people step 54-55 Spooky theremin music with no discernible source 56-57 Murals depicting frogfolk worshipping a glittering mega-fish 58-59 Frog and pig puppets sit holding hands. The pig looks upset 60-61 An orrery depicting an unrecognizable planetary system 62-63 A torn note: "The airspeed velocity of an unladen swallow is—" 64-65 Hundreds of candles melted onto every available surface 66-67 A colossal, wet eye stares down from the ceiling 68-69 A pair of knitted socks that smell extremely swampy 70-71 A wall mirror shows PCs a reflection of the person playing them 72-73 Ceiling tentacles that fruitlessly try to grab at you and your gear 74-75 Five inert skeletons and a sign that says "Only idiots die in here" 76-77 Bombed-out ruins of a miniature metropolis; you feel like a kaiju 78-79 Luminescent moss (neon green and yellow) clings to the walls 80-81 The molted skin of a giant snake covers the floor 82-83 A mural of a dark-haired woman holding a pen over a book 84-85 Rows of benches face towards a stage; playbills litter the floor 86-87 A solitary, blue crystal juts from the floor; melodies drift from it 88-89 The floor and walls are covered in green, sticky mushrooms 90-91 The walls are lined with bookshelves; each book is blank 92-93 Shelves full of owl-themed clocks and figurines line the walls 94-95 Crystal clusters sing when approached 96-97 Clothing racks full of variously colored robes fill the room 98-99 A carving on the floor reads: "IOU 10 HP," signed The Vampire 00 A massive, firelit statue of a gold stingbat; missing a ruby eye 9 Hazard HAZARD d12 10 Movement Damage Weaken 1 Lights that Painful harmonic disorient and slow reverberations (1d6) Psychic torment (Temp. loss 1d4 WIS) 2 Sewage waste spray Caustic poison (DC 9 CON or 1d6) Inhibits stealth; the PCs stink terribly 3 Patch of spiky mushrooms 1 damage/round Distracting; spells DC 15 to cast 4 Ankle deep crystal dust Blistering skin (touching deals 1d4) Shiny visible sparkles that cling 5 Crystal rock fall Sharp cuts (1d4) Blinding motes 6 Ooze pit DC 13 CON or DISADV on Causes fear of small attacks and checks objects for 1d4 rds. 7 Slippery floor DC 12 DEX or fall onto your own weapon Sprain (move half speed 5 rounds) 8 Disembodied heads of old men floating in air Piercing screams (DC 12 CON or 1d4) Alerts nearby enemies 9 Solid, sentient lily pads Ankle-bites for 1 damage/round Induces intense craving for insects 10 Musical notes dancing in air Ear-stabbing (1 damage/ round) Hypnotic fascination 11 Waist-deep mass of tiny frogs Toxin (DC 12 CON or 1d6 per round in hazard) DC 12 CON or dazed until out of hazard 12 Blinding prism field Raining petrified stingbats (get hit for 1d4 damage per round) Nonsensical geometry (DC 12 CHA or stunned for 1d4 rounds) Trap TRAPS d12 Trap Trigger Damage or Effect 1 Shrinking Spores Grabbing a false crystalline gemstone shaped like a toadstool Shrinks creatures within close by 1d6 inches per round until doll-sized 2 Harmonic Crystals Loud noises 1d6 or confuse Precious Dart Pressure Plate 1d4 damage and can't speak any words other than "Precious" for 1 hour 4 Dazzling Swatting a glowing, neon insect Insect explodes, blinds the target for 1d6 rounds 5 Crystal Bridge Over 20' Pit Too much weight (2+ people) 2d6 from fall, 1d6 from crystals 6 Neon Goo Stepping within close Faerie Fire effect 7 Petrifying Music Circle carved on floor DC 12 CON or end turn 8 Tar and Feathers Disturbing gold chicken statue on pedestal DC 15 DEX or blind for 1d4 rounds 9 Crushing Stone Columns Stepping beneath DC 15 DEX or 1d6 10 Heart-Seeking Harpoons Talking over each other 1d6 damage and get reeled in 11 Swarm of Otherworldy Flies Walking through boggy puddle DC 12 DEX or torch is blown 12 Grotesque stone idol Eye contact Partial petrification (1d4: arm, leg, head, chest) 3 11 NPC NPC d12 Ancestry Align 1 Frogfolk C Seeks to summon frog death god 2 Frogfolk N Looking for a quiet place to fish 3 Frogfolk L Knight seeking to destroy undead 4 Goblin C Wants to start a gambling ring 5 Goblin N Door-to-door evangelist, preaches the Shimmering Faith of the crystal that has overgrown his brain 6 Human L Crystal merchant wizard seeking to spread crystal magic 7 Human C A traveling "peddler" (thief) who got lost, looking to sell his trinkets 8 Dwarf N Crystal enthusiast. Biiiiig crystalhead, this guy. What a nerd 9 Kobold N A learned scholar of trap-making arts. Out exploring and studying trap design 10 Elf C Secretly possessed by a brain-controlling parasite 12 Quality 11 Goblin N Obsessed dancer, perfecting pirouettes. Grateful for dance music, wrathful if the rhythm is disturbed 12 Mechanical Frogfolk C Was made to help travelers but snidely refuses to do so Monster Mob MONSTER MOB d12 Monsters Weirdness 1 Weirdness 2 1 2d4 frogfolk* Speech causes madness Rise as zombies after dying 2 2d4 frogfolk knight* Throat sack glows when inflated (holding breath) Sophisticated, courtly 3 Rave: 2d4 Colorful, beaded jewelry. skeletons (frogfolk) Carrying crystal ball Magical music: DC 12 WIS or dance 4 2d6 terrorbirds (velociraptors) Immune to poison and petrification Tough skin (+2 AC) 5 Mushy swarm* Spore spray; 1/combat, all in near DC 12 CON or paralyzed 1d4 rounds Stealthy. ADV on DEX checks to sneak and hide. 6 2d6 mutated stingbats AC +2 (wearing tophats) Can teleport near in sulfurous bursts 7 1d6 neon dogs (mastiffs) Glow in bright neon colors. Red = fire, green = poison, blue = cold Can walk on walls and ceilings 8 Evil duplicates of PCs Black eyes, goatees Evil theme music (loud) 9 2d6 oversized frogfolk* Slow; must either attack or move on turn, not both Deafening belch (DC 12 CON or deaf 1d4 rounds) 10 2d4 exploding toads* Each plays a musical note when jumping Dramatic chord when it dies 11 2d4 vampire stingbats* Harmed by sunlight Only killed by stake to the heart 2d6 bogles* Slippery; ADV on DEX checks to escape restraint Glutton; in near of food, DC 9 WIS or waste turn eating 12 *New monster. 13 Solo Monster SOLO MONSTER d12 If no statblock, just use bears, chuul, or naga. Modify with weirdness effects. 14 Monster Weirdness 1 Weirdness 2 1 Enormous frog High jump, lands with crushing weight Paralyzing breath (DC 12 CON or 1d4 rounds) 2 Mesmerotoad Otherworldly, oscillating eyes that hypnotize Eats 1 random gear in place of attacks 3 Crystal golem Shoots crystal shards Flashing neon lights 4 Arachnid hog Fast (double move) Can climb walls 5 The Main, Maine Coon (lion, 25 HP) Voice and intelligence of Cheshire cat Horse-sized, hungry for humanoid ears 6 Mantatrice (manticore body, cockatrice head) Breathes petrifying smoke (DC 9 CON to resist) Flings heat-seeking barbs that change direction mid-air 7 Crystalline giant crab* Vulnerable to shattering Sleepy; might doze off during combat 8 The hateful goose* Basically a dragon; immune to fire, fly near Breathes fire and hate 9 Crystal-warped crocodile Can cast magic missile Telepathic 10 Cursed conductor Can force movement with wand-like stick (DC 15 WIS to resist) Whistles creepy songs 11 Gelatinous cube Has glow sticks inside it. Shoots prismatic lasers Able to phase 12 Oil Monkii (gorilla, Tries to steal oil flasks, swap STR and willing to trade if caught DEX) ADV on DEX checks to pick pockets *New monster. Boss Monster BOSS MONSTER d10 Monster Weirdness 1 1 The Lavender Mega-Toad* Is extremely hungry and can be distracted for 1d4 rounds by food 2 Shibberwins the Night Hag Rides in an iron cauldron (fly double near). 2d4 toads leap from the cauldron each round 3 The Shimmering (aboleth) A fallen star of outer nights, sunk into the ground. Source and controller of the symbiotic crystals. Worshipped by the frogfolk. Curse ability turns target into a frogfolk*. 4 Ossified swamp dragon Undead. Breath weapon is a cloud of undead hands. Missing its back half. 5 The Knight of the Pond Frogfolk knight* riding a huge frog (crocodile). Mount can attempt to swallow a target in near (DC 12 DEX save to avoid sticky tongue, DC 12 DEX or STR to escape). Swallowed creatures take 1d4 damage/round 6 Was sent back in time to ensure that the Crystaltron 6400b party fails. Constructed of futuristic crystalline (stone golem) technology 7 Rahot, Sand Ooze Glowing, neon-red silicon sludge (LV 10 black pudding, 3 tentacle +6, 2d6) that burns tunnels through crystalline walls 8 The Jagged Crown* Insists that it is actually a wizard who got stuck in a polymorph spell 9 The Opal-Lich (lich) Eyes of sapphire, bones of opal. Filled with spiders. Tending a vegetable garden (prize tomatoes) when discovered 10 Guhuru, King of Spores LV 8 mushroomfolk (3 slam +6, 2d6). Smokes neon herbs. Body emanates spores (every 2 rounds, DC 12 CON or fall asleep 1d4 rounds) *New monster. 15 Treasure TREASURE d100 Details 01 Lucky frog coffin. Can cancel DISADV on one roll per day. 02-03 Crystal statuette of eldritch frog god with too many eyes. 04-05 Humming jawbone. Hums songs when held. 06-07 Vial of tarrasque ichor. Drink to regain 4d10 HP . 08-09 Pink rock salt lamp. Glows as a torch. Tastes salty. 10-11 Gold medallion. Engraved with frog-king. ADV vs. petrification. 12-13 Crystalline sword. Beautiful, but breaks if used in combat. 14-15 Ultimate Guide To Throwing A Party. +1d8 on next carousing. 16-17 Great white wolf pelt. Smell blood up to far distance. +1 AC. 18-19 Crystal goose with a golden egg inside. Very delicate. 20-21 Ring of Incompetence. -1 on all rolls. Falls off if you read a book. 22-23 Froggy Socks of Sticky Feet. You can climb on vertical surfaces. 24-25 +1 Leather Armor. It's a swarm of blue frogs that stick to you. 26-27 Potion of Confidence. You're sure it worked as you wanted. 28-29 Neon pin. 1/day, can illuminate as a torch for 1 round. 30-31 Horror scream box. 1/day, all enemies check morale. Very loud. 32-33 Potion of Petrifying. Petrifies drinker for 1d6 rounds. 34-35 Mask of the Froglord. 1/day, use tongue to pull a far target close. 36-37 Ceremonial cloak. Decorated with countless glass beads. 38-39 Memory of Joy. Glittering crystal bottle of stolen bliss. 40-41 Lord of the Flies. An illuminated manuscript of frogfolk history. 42-43 The Joy of Pies. Cookbook written in Orcish. First edition. 44-45 Growstick. Break crystal to double your size for 2d4 rounds. 16 TREASURE d100 Details 46-47 Bottled scream. When opened, all who hear DC 15 CON or 0 HP. 48-49 Shimmering shard. Crush to get +1 to spellcasting for 1 hour. 50-53 Golden dwarf-head mug. Spits out non-alcohol poured inside. 54-55 Primordial Dragon Dagger. Kind of junky. +0 magical dagger. 56-57 Cup of Snakes. All liquid poured inside becomes poisonous. 58-59 Glowstick. When cracked, glows with neon light for 15 minutes. 60-61 Death Stench Potion. Undead ignore the drinker for 10 rounds. 62-63 Ring of Sending. Wearer can cast sending (no check) 1/day. 64-65 Lyre of Levitating Bone. When played, causes bones to float. 66-67 Dagger of Scrying. Can cast scrying on any creature hit by it. 68-69 Bowl of Expanding. Highly decorative, shrink or grow 3x its size. 70-71 Music Box. When handle turned, attracts mutant giant bees. 72-73 Tuning fork. Strike on surface to counter sound-based effects. 74-75 Gold Gloves. Black leather, but turn white when touching gold. 76-77 Piercing Flute. 1/day, all who hear DC 15 CON or 1d6 damage. 78-79 Chimera's Fang. +1 shortsword. +1d6 damage if natural 18+ to-hit. 80-81 Polly pills. 1d6 per bottle. Until next rest, detect all secret doors. 82-83 Frogging Pants. Jump near from standstill. Frogs attack you first. 84-85 Harp of Croaking. Crystal strings. You can speak with frogs/toads. 86-87 Sticky hand. Whip up to near to grab any hand-sized object. 88-89 Crystalline music box. 1/day, play for 1 luck token. Very loud. 90-91 Royal honey. 1d4 doses. Eating provides full benefit of resting. 92-93 Jar of frog milk. One dose of totally lethal poison (if ingested). 94-95 Pale emerald. Eat it for your DEX to become 18 until you rest. 96-97 Tin box; frog with tophat and cane inside. Lovely baritone voice. 98-99 Void Splinter. Stick in skull for +1 spellcasting. Attracts outsiders. 00 Essence of Mugdulblub. 1d4 doses; become ooze for 1d4 rounds. 17 Encounters ENCOUNTERS d100 Details 01 "Statues" that look eerily similar to the PCs, faces frozen in terror 02-03 A djinni that makes muffled yelps from a corked bottle of mead 04-05 Geolini (friendly, shattered rubble of gargoyles) say hello 06-07 A leprechaun tries to pickpocket the richest PC 08-09 A ghost loiters over a corpse of a former adventurer 10-11 A cluster of psychic crystals wants to learn about the world 12-13 A hulking froghemoth (mutated giant frog) appears 14-15 6 frogfolk* carry a palanquin with a frogwitch (night hag) 16-17 An ogre in a jester outfit who tells painfully bad jokes 18-19 A note on the ground: "I can't stop hearing screams! Run away!" 20-21 A shadow in the corner whispers: "Where is my precious?" 22-23 A croaking riot of 5d6 exploding toads* hop into sight 24-25 A lizardfolk shaman and 2 frogfolk* carry a tied-up human 26-27 A crystal choir sings psychic songs about the PCs' demise 28-29 2 goblins call to gamble. PCs win 2 times, then get scammed 30-31 A rival crawler offers fake potions of healing for 100 gp each 32-33 A lost dog (mastiff) joins the party; +1 XP if given a good name 34-35 4 viperians chase 3 frogfolk* to cook them into a stew 36-37 A dessicated, well-dressed corpse; its bag is full of rock candy 38-39 A gentle frost dragon offering tea to all they encounter 40-41 A statue in a weird pose; if mimicked, it animates and offers help 42-43 A skeleton with a lantern leads a skeletal horse; it ignores you 44-45 Toxic, neon frogs that can only speak in techno beats 18 *New monster. ENCOUNTERS d100 Details 46-47 A flesh golem made of frogfolk tinkers with a delicate music box 48-49 A scared princess in a fluffy dress looks for a way out 50-53 A knight blocks way, demanding a duel. Impervious unless 1 vs. 1 54-55 A scientist from Earth has stumbled here through a tear in reality 56-57 A tiny mushroom creature tries to lead you to a random treasure 58-59 A locked chest (DC 18). If opened, 1d4 angry kobolds emerge 60-61 A group of 2d6 frogfolk* share a sumptuous feast 62-63 1d4 pink oozes (gray oozes, smell like bubblegum) burble up 64-65 An old man plays at figurines + dice. He disappears; a map is left 66-67 A lost bandmate is looking to jam with a willing group 68-69 A knight has been trapped like a statue by his rusted armor 70-71 1d4 vivianite corpses* sit cross-legged around a dead campfire 72-73 A dying frogfolk*; he's about to rise as a vampire spawn 74-75 A radiant human (vampire) is impaled alive on a quartz spire 76-77 3 goblins flee a purple giant frog with a magenta tongue 78-79 A small undead frog creeps from a corner and starts croaking 80-81 1d6 frogfolk* use lily pads to shepherd 1d4 giant frogs 82-83 Rival crawlers appear; they're senile older version of the PCs 84-85 The Queen of Darkness appears and changes reality in one way 86-87 6 crazed stingbats wearing glow necklaces flap into the room 88-89 An extradimensional window opens; a random treasure falls out 90-91 Ezmerelda the ancient troll wants to knit someone a pair of socks 92-93 An odd dwarf says he's lost his marbles; 100 gp for their return 94-95 3d6 mouse-sized cockatrice (1 HP) peck and petrify nearby feet 96-97 The Wandering Merchant plays music on a singing crystal 98-99 The Lavender Mega-Toad* crashes down the passage 00 An angel blesses and fully heals all PCs in return for godly service 19 New Monsters BOGLE Greasy, potato-shaped fey. AC 12, HP 11 ATK 1 fist +1 (1d6), MV near, S +1, D +2, C +2, I -1, W +0, Ch +0, AL N, LV 2 Slippery. ADV on checks to escape restraints or resist magic. Glutton. When in near of food, DC 9 WIS or waste turn eating. CRYSTALLINE GIANT CRAB EXPLODING TOAD Groups of tiny toads in an array of bright, vibrant colors. AC 9, HP 1, ATK 1 bite +1 (1), MV near, S -4, D +1, C -2, I -4, W -4, Ch -4, AL N, LV 0 FAFO. Explodes at 0 HP. All in near DC 12 DEX or 1d4 damage. Frail. Automatically fails stat checks to avoid damage. FROGFOLK A wagon-sized, crystalline crab that shoots freakin' lasers. A short humanoid frog with brightly colored skin. AC 15, HP 24, ATK 2 pincer +4 (1d8) and 2 prismatic laser, MV near (swim), S +3, D +0, C +2, I -3, AC 11, HP 5, ATK 1 spear (close/ near) +0 (1d6) or jump, MV near (swim), S +0, D +1, C +1, I +0, W +0, Ch +0, AL N, LV 1 W +0, Ch -3, AL N, LV 5 Prismatic Laser. Near range, one target. DC 15 DEX or 1d8 damage. 20 Jump. Jump double near. FROGFOLK KNIGHT A humanoid frog wearing a tarnished breastplate. AC 17 (plate mail + shield), HP 14, ATK 2 bastard sword +3 (1d8) or jump, MV near (swim), S +3, D +0, C +1, I +0, W +1, Ch +0, AL N, LV 3 Jump. Jump double near. HATEFUL GOOSE A pony-sized goose. Dead black eyes, serrated beak, long twisting neck. Breathes fire. AC 12, HP 27, ATK 2 bite +4 (1d6) and 1 wing buffet +4 (1d4) or 1 fire breath, MV near (fly, swim), S +4, D +2, C +1, I +2, W +0, Ch -1, AL C, LV 5 Immune. Immune to mindaltering effects and fire. Not even the gods can answer questions about the goose. Fire Breath. Fills a near-sized cube extending from goose. DC 15 DEX or 3d8 damage. Cannot use again for 1d4 rounds. MUSHY SWARM Small carnivorous mushrooms that appear as rocks. AC 12, HP 18, ATK 3 bite +2 (1d6) or spore spray, MV near (burrow), S -3, D +2, C +0, I -3, W +1, Ch -3, AL N, LV 4 Spore Spray. All in near DC 12 CON or paralyzed 1d4 rounds. Stealthy. ADV on DEX checks to sneak and hide. 21 VAMPIRE STINGBAT Annoyance and abomination. AC 12, HP 5, ATK 1 beak +2 (1d4 + blood drain), MV near (fly), S -2, D +2, C +1, I -2, W -1, Ch -2, AL C, LV 1 Undead. Immune to morale checks. Blood Drain. Attach to bitten target; auto-hit the next round. DC 9 STR on turn to remove. Sun Sensitivity. Takes 3d8 damage each round while in direct sunlight. THE JAGGED CROWN 8 gemstone legs sprout from the cabochons circling a crown that still sits upon the severed head of its previous owner. VIVIANITE CORPSE Decomposing corpses animated by the greenish gray crystals sprouting from its skin. AC 12, HP 11, ATK 2 bite +2 (1d8), MV near, S +2, D -2, C +2, I -2, W -2, Ch -3, AL C, LV 2 Undead. Immune to morale checks. Infected. Humanoids killed rise as vivianite corpses in 1 hour. 22 AC 20, HP 26, ATK 2 bite +4 (1d6) and 1 mineral glob, MV near (climb), S -1, D +3, C -1, I +3, W +0, Ch -3, AL C, LV 6 Undead. Immune to morale checks. Infected. Humanoids killed rise as vivianite corpses in 1 hour. Mineral Glob. One target in near DC 15 DEX or become petrified and take 1d4 damage each round. DC 15 STR on turn to break out and end the effect. THE LAVENDER MEGA-TOAD A giant-sized, purple toad. Its single eye swirls with a sick, neongreen light. Motes of energy whirl around its pupil and coalesce into laser beams when it focuses its hateful stare on one thing for more than a few moments. Chunks of stone and crystal dot the beast's purple hide, and its broad mouth occupies most of its body. The Lavender Mega-Toad is hungry, destructive, and foul-tempered. AC 16, HP 57, ATK 2 thrash (near) +8 (1d12) and 1 tongue (near) +8 (1d12 + swallow) or 1 disintegrate, MV double near, S +5, D -1, C +3, I -3, W +0, Ch -3, AL C, LV 12 Deep Dweller. Immune to harm from fire and cold. Amphibious. Disintegrate. One creature or object in far DC 12 DEX or turned to dust. Leap. In place of attacks, move far in a straight line and make one thrash attack. On a hit, triple damage. Swallow. DC 15 STR or swallowed whole. Total darkness inside and 2d8 damage per round. Toad regurgitates all swallowed if dealt at least 15 damage in one round to the inside of its gullet. There are 3 rolls on the below table inside its gut at any given time. TREASURES INSIDE GUT d4 Details 1 A random roll on the Treasure Table, pg. 16 2 A random magic potion (Shadowdark RPG pg. 286) 3 A random magic armor (Shadowdark RPG pg. 294) 4 A random magic weapon (Shadowdark RPG pg. 292) “Its steps shook the very ground beneath us! That horrid green eye will haunt my sleep forever..." -Crawler notes on The Lavender Mega-Toad 23 Bring Out Your Dead List the fallen of the Shadowdome Thunderdark below. Yes, that's right. Write in this zine. Do it. It will become truly your own. Name 1 2 3 4 5 6 7 8 9 24 Cause of Death Name Cause of Death 10 11 12 13 14 15 16 17 18 19 20 25 So, Role Playing Games, hunh? They are games in the truest sense of the word. They run the spectrum from crunchy, math based edifices that tower over the plains of apathy, to loosely defined and arbitrary shower thoughts scribed electronically and laughed at around the world. They all hold within them that spirit of nerd-dom and respect for those who have gone before, those who have persevered and stayed the course of their own epic journeys. TTRPGs give us bonuses to our personal stats, they grant us confidence, humility, anger, joy, love, acceptance, serenity, humour and integrity. They train us. They have gone from being what you hide to what you seek. They find the spark of a child within all of us and kindle that fire into life. They accept all ages, genders, creeds, cultures. They embrace and comfort unrestricted. They have always been there for me. TTRPGs are there for me now and past, through illness, addiction, recovery, depression, pain and sorrow. They have been there when even it seemed I had no more rolls left in me. They give me the chance to connect with all the maniacs and fellow humans of The Arcane Library, they offer me the privilege to travel from chair to chair, table to table. They allow me to explore worlds that I would never have imagined in my wildest dreams, both good and bad. They grant me freedom and delight. What have they offered to you? A Brief Note on The Shadowdome: The Shadowdome is a mental prison of unrestrained creation, a place where the world is built just as much by the players as the GM, by the offhand comments of a passerby as the (beautiful and seductive) Shadowdark Core Rulebook (it’s SO sexy). It first came into existence upon this plane in the human year of 2019 as a stupid idea to create fun out of slog. Since then it exists within all of us in one avenue or another. It lives presupposed that everyone can win, and that all are greeted by memnon at the end. It welcomes you, specifically. Praise Memnon! -DocSpecial thanks, in no particular order, to Lady Hazel, Moss, Kelsey, Tath, WATS, Memnon and every normal human. Fonts JSL Blackletter font © 2023 Jeffrey S. Lee. Old Newspaper Types font © 2023 Manfred Klein. Fullteron font © 2023 Emyself Design. Montserrat font family © 2023 Julieta Ulanovsky, Sol Matas, Juan Pablo del Peral, Jacques Le Bailly. Legal Information and Attribution Statement Published by The Arcane Library, LLC. Shadowdark RPG © 2023 The Arcane Library, LLC. The Arcane Library® and Shadowdark™ are trademarks of The Arcane Library, LLC. All contributors retain copyright to their work and have granted perpetual, non-exclusive distirbution rights. This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode. Shadowdome Thunderdark A mystical feather will grant you and your companions a wish... if you can catch it before your enemies do! This megadungeon generator made its debut at Gary Con 16 (March 2024). It was designed collaboratively by the ShadowDark community for maximum fun and peril! Inside is all you need to create rooms and encounters. Use these tables with any map. The Shadowdome Thunderdark awaits!
0
You can add this document to your study collection(s)
Sign in Available only to authorized usersYou can add this document to your saved list
Sign in Available only to authorized users(For complaints, use another form )