Character creation uses Shadowdark RPG with the campaign-specific modifications below. All player characters are human. Instead of choosing a standard Shadowdark ancestry, choose one of the campaign Traits in section 2.
Your character begins the campaign as a survivor of a shipwreck. Whatever your original destination, you unexpectedly find yourself in Spyre after the disaster.
1. Ability Scores
Roll 3d6 six times. Record all six results, then assign those scores however you wish among STR, DEX, CON, INT, WIS, and CHA.
If none of the six rolled scores is 14 or higher, reroll the entire set.
This replaces Shadowdark's normal 3d6-in-order method.
2. Choose a Trait
All player characters are human. Instead of choosing an ancestry, choose one Trait representing an exceptional quality or unusual gift possessed by your character.
| Trait | Benefit |
|---|---|
| Versatile | Gain one additional class talent roll at 1st level. |
| Hardy | Gain +2 HP at 1st level. Roll HP gained from leveling with advantage. |
| Focused | Choose either +1 to ranged attack rolls or +1 to spellcasting checks. Make this choice during character creation. |
| Watchful | You cannot be surprised. |
| Mighty | Gain +1 to melee attack and damage rolls. |
| Veil-Touched | Once per day, you can become invisible for 3 rounds. |
3. Choose a Class
You may choose any of the four Shadowdark core classes or the additional classes from Cursed Scrolls #1–6. There are 17 available classes.
Select any class to compare its play style, equipment, signature abilities, and first-level HP.
Core Shadowdark
Cursed Scroll #1 — Diablerie
Cursed Scroll #2 — Red Sands
Cursed Scroll #3 — Midnight Sun
Cursed Scroll #4 — River of Night
Cursed Scroll #5 — Dwellers in the Deep
Cursed Scroll #6 — City of Masks
Choose what sounds fun. Spyre does not require a particular party composition, and no class is required for the campaign.
Use the appropriate Shadowdark or Cursed Scroll source for the complete class rules.
4. First-Level Hit Points
This campaign does not roll starting HP. At 1st level, take the maximum result of your class's hit-point die, then apply the normal applicable modifiers.
| Hit-point die | Starting HP |
|---|---|
| d4 | 4 HP |
| d6 | 6 HP |
| d8 | 8 HP |
Apply CON and Trait modifiers normally where applicable. After 1st level, use normal Shadowdark advancement rules, including the Hardy Trait where applicable.
5. Background
Use the normal Shadowdark Background system. Your Background represents what your character did or experienced before the campaign.
6. Languages
All characters speak Common. Your Background may justify one additional common language with GM approval. Any languages granted by your class work normally.
7. Alignment
Choose a normal Shadowdark alignment: Lawful, Neutral, or Chaotic.
8. Why Were You Aboard?
Your adventure begins aboard a ship, but how you came to be there is up to you. This result connects your character's former life to the beginning of the campaign—where you were going, what you were doing, or what circumstances put you aboard.
You do not need to know where the voyage will take you or what happens next.
Roll on the table or choose the result that best fits your character. Use it as a starting point and add as much or as little detail as you like.
| d20 | Reason |
|---|---|
| 1 | You were traveling in search of work. |
| 2 | You were returning home after a long absence. |
| 3 | You were leaving home for the first time. |
| 4 | You were fleeing someone dangerous. |
| 5 | You were fleeing the consequences of something you did. |
| 6 | You were accompanying a friend or family member. |
| 7 | You were guarding a passenger or cargo. |
| 8 | You were carrying a message or package for someone. |
| 9 | You were pursuing someone who boarded before you. |
| 10 | You were searching for someone who had disappeared. |
| 11 | You were traveling for your employer, patron, temple, or master. |
| 12 | You were seeking knowledge, training, or an apprenticeship. |
| 13 | You were a merchant or traveling to conduct business. |
| 14 | You were a member of the ship's crew. |
| 15 | You were working your passage because you couldn't afford the fare. |
| 16 | You were running away to begin a new life. |
| 17 | You were being transported against your will. |
| 18 | You won, inherited, stole, or were given passage unexpectedly. |
| 19 | You boarded the wrong ship, or circumstances put you aboard without much choice. |
| 20 | Decide for yourself why you were aboard. |
Whatever your destination or reason for traveling, you did not expect your voyage to end here. After the wreck, you and the other survivors find yourselves stranded in an unfamiliar place called Spyre.
9. Survivor Connection
Choose another survivor and describe something that happened between you aboard the ship or during the wreck. You might decide:
- You traveled together.
- You met aboard ship.
- One of you helped the other during the wreck.
- You worked together to survive.
- You argued or clashed during the voyage.
- You shared information or a secret.
- The other character was the first familiar face you saw after reaching safety.
You do not need to have known each other before the voyage. The connection gives the survivors at least a small reason to cooperate when play begins.
10. Starting Equipment
Do not purchase starting equipment. Your initial adventuring gear will be provided during the opening of the campaign.