With help from the Lair community, we collected eight house rules for Shadowdark. On this episode, we run through them, offering our thoughts on how they might impact the game (most of these are not rules we’ve tried ourselves, so we’d love some more field reports! Leave them in the comments, or email us at podcast@lairofsecrets.com.
Enjoy the episode? Check out our other ShadowDark-focused shows:
- d8 ShadowDark Mistakes We Made (S4E19)
- d12 Ways ShadowDark is Awesome! (S4E15)
- Shadowdark Impressions (Campaigns & Coffee)
- Unboxing Cursed Scrolls 3: Midnight Sun for ShadowDark
Chapters
00:00 Introduction to House Rules
00:25 House Rule 1 – No Torch Alarms
02:16 Digression: David’s real-world LED torch timer
04:14 House Rule 2 – One Hour Minus 1d12 on Torch Timers
07:30 House Rule 3 – Henchmen
09:39 Rule 4 – Constitution Score as Hit Points
13:32 House Rule 5 – 30-minute timers for torches
16:22 House Rule 6 – Sneaky Triggers
18:43 House Rule 7 – More Magic Missiles
21:12 House Rule 8 – The Crawling Clock
27:21 Obligatory Banter: Finishing the U.S.S. Enterprise
32:50 R2-D2 Model Rocket Complete!
35:07 Anticipating the Mars Lander
37:19 David’s Theatrical Debut in Dracula
43:43 Celebrating Milestones and Future Plans
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Show Notes
d8 Shadowdark House Rules
1. No Torch Alarms
- Details:
- SlyFlourish: ShadowDark House Rules
- “Players aren’t allowed to use a timer to keep track of torches on their side. They can look at their watch or phone and note the time but they can’t set a stopwatch or timer to keep track of torches for them. This limitation puts more responsibility on players to remember to deal with their torches before they go out.”
- SlyFlourish: ShadowDark House Rules
- Our Thoughts
2. One Hour Minus 1d12 on Torch Timers
- Details:
- SlyFlourish: ShadowDark House Rules
- “The GM subtracts 1d12 from the torch timer so no one is quite sure when it’s going to go out. This alteration adds a little fun variance.”
- SlyFlourish: ShadowDark House Rules
- Our Thoughts
- Ken thinks … this certainly adds stress and anxiety for players
- And Dave thinks … a fun variant for for the GM. 🙂
- David likes this one because humans are bad at estimating.
- We don’t don’t think you need this if you’re doing #1
3. Add henchmen to mitigate TPKs
- Details:
- “After 4 TPKs in 8 sessions, our table adopted rules for henchmen. Make characters RAW. Players select 1 character each as their ‘main’ to earn full XP. Henchmen earn 1 full share of treasure and 1/2 XP. A main can manage up to 4 henchmen plus/minus CHA modifier. Players tend to run a main + 3 henchies. Initiative is rolled only for main PCs, but the player may order their characters actions any way on their turn.”
- Provided by macoppy6571
- Our thoughts
- We like idea of henchmen … is the share split amidst the henchmen? Or do each henchmen get their own XP?
- Definitely has the old school feel of old D&D hiring henchmen.
4. Constitution Score as Hit Points
- Details:
- “I give player HP equal to their con score at Level 1.”
- Provided by GM GI Joe
- Our thoughts
- Wow … that can be a lot of points!
- Eliminates a lot of the low level dread, BUT keeps the PCs alive.
5. 30 minute timers for torches.
- Details:
- “I play solo, so most of my rules are geared towards solo play. For torches, I set a 30 minute timer, and after 30 minutes there’s a 50/50 chance it burns out. If it doesn’t burn out, it can last up to 90 minutes.”
- Provided by BradUtterstrom4105
- Our thoughts:
- We like the push your luck aspect of this option.
6. Sneaky Triggers
- Details:
- “For thieves, I roll a stealth check to see if they can hide/sneak around to try to trigger their sneak attack.”
- Provided by BradUtterstrom4105
- Our thoughts:
- We like how this introduces an option for making sure that sneak attacks are happening.
7. More Magic Missiles
- Details:
- “Magic missile has two missiles at d3 damage instead of one missile at d4.”
- Provided by bradutterstrom4105
- Our thoughts:
- If you’re nostalgic for being able to sling multiple magic missiles.
- BUT there is the math of the dice … you’re doing a little more damage per turn AND getting two targets.
8. The Crawling Clock
- Details
- Crawling Clock write-up for random encounters, which was inspired by Goblin Punch’s Underclock write-up.
- Our thoughts:
- We like the idea … though David’s not great at rolling random encounters.
- Ken likes the variability, and having the die there helps remind us that random encounters should be happening.
Obligatory Banter
- The Enterprise Flying Model Rocket (ken)
- Been working on it for several weeks.
- NeutronLad says he’ll likely graduate from college before I finish it.
- BUT I am getting pretty close to finishing it. Just need to hand paint a few more elements and then try to stick 50-year old, water-based decals on the ship.
- What could go wrong?
- Well, actually, decals that old can disintegrate when you put them in water, so I used clear coat on them in an effort to give them more structure
- Dracula
- David’s acting in Dracula as the attendant.
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Featured Image Meta
Black-and-white artwork from the Shadowdark core rule book.

