A fantasy cavern appears in the background, complete with monsters and mushrooms. In the foreground is the text Shadowdark Hazards Chart

Shadowdark Hazards Chart

Venturing into the dark is dangerous, and the Shadowdark RPG offers monstrous threats, dangerous traps, and treacherous hazards to throw at your players. What it doesn’t provide is a hazards chart listing potential damage and check difficulty classes.

So we made one.

What are hazards?

The Shadowdark Core Rules detail hazards — persistent threats like quicksand, sleep-inducing spores, and collapsing walls — on page 115. They’re described as things players might be able to mitigate or evade, but there’s often no way to “defeat or permanently disable them”.

It’s a great mechanic, but unlike traps — whose potential effects and damage are detailed on page 114 — hazard impacts are left up to the game master. Given the open ended nature of hazards that makes sense, but as someone coming from more rule-intensive games like Dungeons & Dragons, I was hoping for a few more specifics.

I found them in the published adventures for Shadowdark, which detail environmental effects, saving throws, and damage. I’m using this chart as a quick reference guide for my campaign. It’s not meant to be a definitive source for hazard difficulties, since not every hazard will require a saving throw or do damage. For those that do, this provides some high-level guidelines for crafting your own threats.

Want to see hazards in action? Scroll down for official and homegrown examples of hazards.

Building a Shadowdark Hazard Chart

Hazard LevelExamplesDamage Check DC
0-3Short fall, dense rubble 1d6Normal (12)
4-6Collapsing walls, enfeebling magic 2d6Hard (15)
7-9Drowning hazard, long fall, Toxic gas, crushing terrain3d6Extreme (18)
10Complete cave collapse 4d6Here there be dragons. 

Published Hazards

Lost Citadel of the Scarlet Minotaur

There are several hazards in the Lost Citadel of the Scarlet Minotaur. I’ve quoted two of them below as examples.

Room 2: Blinding Cave is a cruel cave that blinds people when they enter it with their torches.

  • Walls. Dazzlingly reflective. DC 12 DEX when entering with bright light or blinded for 1d4 rounds (ettercaps are unaffected).

Room 3. Web-Choked Cave is filled with webs (left by what? The PCs will find out…)

  • Webs. Sticky. DC 12 STR to break free and move each turn. Highly flammable (1d6 damage to stuck creatures, burns 1d4 rounds).

Cursed Scroll #3: Midnight Sun

Hoard of the Sea Wolf King is a zero-level gauntlet set in the ruins of a Viking-inspired tomb. It appears in Cursed Scrolls #3, and includes several arctic/underground themed hazards.

In Room 5. Stingbat Cave, there is “tarry, black mud”:

  • Mud. Coppery-smelling stingbat guano. PCs moving at more than half-speed must pass a DC 12 DEX check or slip and fall.

In Room 15. Flotsam Cave, there are towering piles of driftwood.

  • Piles. Precariously stacked debris. Each time a PC touches it, DC 12 DEX or 2d6 damage as they’re crushed under a collapse.

Homegrown Hazard Examples

Basic Hazard

  • Minor Geothermal Vent (Damage) – DEX DC 12 check to avoid; 1d6 damage if you fail.

Combined Hazard

  • Geothermal Vent (Damage) + Noxious Gas – DEX DC 12 to avoid. 1d6 damage if you fail; CON DC 12 to avoid passing out for 1d4 rounds … and take damage every subsequent round until you wake up or are dragged from the area.

What more Shadowdark?

Check out our other ShadowDark shows and resources:

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Artwork from the Shadowdark Game Master’s Screen. Credit: Arcane Library.

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