Old School Rules (Shadowdark) RPG System: Gorgana Colony (Inactive)

Game Master DeJoker

Gorgana:
Gorgana is an old penal colony located far from civilization. It is only feasibly approachable by airship due to the treacherous rocky desert that lies between the impassible mountain range which Gorgana is located next to and the nearest settlement to the far east.

To say that the inhabitants are truly criminals would be wrong, as the original inhabitants have all died except for an old crippled elf named Kurúki. In fact a majority of the population are actually descendents of criminals, political dissendents, and prisoners of war which are predominately what get sent here. The original group were brought here to the remains of an ancient city built into the mountain walls and next to a large stone wall that seals off the valley beyond. Strangely the wall has never had a opening built into it but does have three mechanisms to lower a platform down the one hundred feet from its top to the ground on the other side. The housing for the mechanism is ancient stone, while the mechanism and the materials its made of are not. Basically the community maintains these mechanisms in order to more safely make excursions into valley beyond.

The players will be those youthful individuals having gain the designation of explorer. Explorers are those tasked with delving deeper into the valley to find treasures. They are well thought of by the community as they are the life's blood of the community. For what they bring back is what eventually gets traded to the erratic arriving airships in exchange for valuable equipment and supplies not obtainable by the community.

For Guidelines on character creation see Recruitment except players start at 1st-Level for this game.


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If invited here, you were definitely chosen. You may be an RPG Elite.

Please dot and delete the dot. The first post will be forth coming once all the PCs are completed


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The group was gathered, they had all just recently passed their tests and graduated to Crawler status and today would be their first excursion beyond the Great Wall. There was a small celebration the previous day where the group heard a lot of talk about what might lie ahead of them. Things shared to them by other other Crawlers more experienced than they. Apparently there were mysterious doors located within the jungle-like forest that lay about a hundred feet from the Great Wall. This forest used to contain terrible beasts but most of the worst of these were eventually eradicated by previous Crawler teams and now special Crawler teams continued to scour the vast forest for signs of any return of these creatures of old and when discovered by anyone. These specialty teams quickly moved to find, contain, and destroy the creature before it could reproduce.

With the forest mostly tamed, two things were discovered, the first is that the great forest ends in a great cliff that descends a nearly immeasurable distance to another great forest. It is believed that at one time these two forests were one, and that some cataclysmic disaster broke the ground and dropped the rest of the valley into the near abysally deep place it is currently found in. While successful Crawler expeditions have descended the cliff to the lower forest none have stayed long and returned. As such, it has been determined that only the most experienced Crawlers will undergo such forrays.

The second thing that was discoverd is that there are numerous cave openings in the cliffs that rise up at either side of the great forest. Further within many of these caves is contained a mysterious magical door, that opens into a complex that descends floor after floor. The depth and vastness of any particular complex seems to vary but within these complexes can be found treasure as well as creatures. Many of these complexes are found to have mini-ecosystems within them that allow the creatures found there to live indefinitely. However, the source and the reason for these complexes is unknown but there seems to be no end to their treasures nor dangers. Further they seem to periodically change and as such Crawlers are periodically sent into these to face thier dangers and to plumb their depths for the treasures they contain.

After being lowered down hundred feet to the ground outside the great wall, they followed a guide into the great forest. After a full days hard travel through the forest, their guide presents them to a cave opening and gestures for them to enter whereupon the guide then leaves them, seemingly to melt back into the forest from whence they had came.

The group then sets up camp just inside the cave, taking stock of their inventory. Deeper into the cave, that they now find themselves in, is one of these magical doors. Their training up to now has taught them to expect traps, ambushes, and all other kinds of hazards and dangers once they have began their crawl. A set of stone stairs lead up to the ancient glyph covered door which is inset within the back wall of the cave. The worked stone -- of the stairs, the immediate walls and ceiling that lead to the door look completely out of place and as ancient as the door. It seems fairly obvious that the very first stone step begins their crawl. Just above the ancient door is a series of eleven block symbols that appear to be larger and different than the various glyphs that adorn the door.

Read Primordial:
Quazquinten

After a good nights rest the group is ready to proceed.

OCC:Sorry for the delay, I started writing the first draft changed my mind mid-write, and started a second draft realized that would not work either mid-write and finally started this third draft with a much better more cohesive plan to the whole thing.

Oh I realize that many of you might look anyway at things their character cannot know and that is fine. All I ask is that you do not meta game that information. Do your best to role play only what your character actually knows. If you have difficulty doing that I strongly suggest never peeking behind the current ;-)


Grimli had been a loner, but loners don't survive in prison. He had learned that humans just as many hunting animals, do better in packs. He looked at his pack and the items a good crawler was supposed to have on them. The crawler's kit was a tried and true set of tools for most anticipated problems. That was the rub, there were often unanticipated problems.

"I'm Grimli. I follow the laws and try to interpret the laws as was intended by our maker. A capable shot, but I am not the strongest to swing a mace."

Grimli dry fires his crossbow after oiling the mechanism to make sure that the action was smooth. He then loads it with a bolt.

"Keeping the torch lit and the darkness at bay will be an important duty. One I cannot perform with this crossbow."


OCC: The cave you are in is currently lit by your campfire which you built near enough to the door for it to give dim light upon the door.


NG Half-Orc Barbarian|Hunter 1 HP: 13 AC: 17|11|16 Saves: 4/4/4

Aelwulf looks quizzically up at the strange letters as he stands at the base of the stairs. "Aelwulf," the introductory reply comes brusquely as he starts inspecting the stairs.
Search for Traps: 1d20 - 2 ⇒ (6) - 2 = 4
Advantage: 1d20 - 2 ⇒ (4) - 2 = 2


To Aelwulf the stairs seem to be untrapped, whether that is the case or not is not for sure as he does feel that if there was a trap he might not have noticed it.


Appearance | Female human shaman 1 | AC 10, HP 6/6 | Spells: Burning Hands, Magic Missile, Sleep

Fanki had introduced herself to the group at yesterday's celebration. "I'm Fanki. I've done some mercenary work around the colony, but I'm ready to put my magic to better use as a Crawler."

Once in the cave, she looks up at the letters above the door. "It's written in the Primordial language. It says 'Quazquinten.' Wonder if that's the name of the cave, or something that dwells within it?"


Male Human Priest 1

Gaspars PickleOr how I ended up here

Spoiler:

Gaspar had made it. When he left the temple that night his carefully laid plans went to crap as usual. He was able to don his armor and grab a shield and mace from the armory... but just as he was leaving the storeroom with his adventuring gear in a sack Sister Valeen saw him and raised the alarm. After a maddening dash through the streets and more than one encounter with a dead end he finally saw a door opening ahead. Making a dash a scarred hand reached out and snatched his supply satchel. He had to move quickly... go after his stolen goods with the temple guards on his tail or move into the closing doorway. He took the doorway and ended up with a small group of other desperate individuals in line for something called the Crawlers guild. Oh well I didn't really have a plan anyway... and this might keep me from that dastardly father Krimple.

So here I am. Shiny armor and shield, solid mace and no clue for my next step in life. Still, I feel the presence of Ord with me so let's see where this leads.

Gaspar turns to the others. "Well here we are. Time to take the next move towards our destinies. I think it's time for a quick prayer... then if someone would like to start a torch to guide our way I'm sure Ord will lead us along the path to great wealth and reknown".

The other group realizes that Gaspar carries nothing with him. Only his mace and shield... no torches... no food... not even any adventuring gear. He is confident that his faith is all he needs... and maybe a few better prepared companions.

1d20 ⇒ 10 Int check to see if that name means anything to him.


Grimli nods as they light up the first torch.

"I can start with Aelwulf fellow priest. Keep the light in the back so we can protect it better. Close up ranks if I need space to fire this baby. "

Grimli points to his crossbow.

Grimli and Aelwulf first row for now. Grimli a few steps back to give the thief room to spot stuff before he steps in it.


Round 0 Status:

Torch 60/60
.
Aelwulf .... Ts: 6 .... HP 8/8
Fanki ........ Ts: ? .... HP 6/6
Gaspar ..... Ts: ? .... HP 6/6
Grimli ....... Ts: 2 .... HP 8/8

Rear ---> Front (10ft wide)
Fa ... Gr
Ga ....... Ae

Rear ---> Front (5ft wide)
?? ... ?? ... ?? ... ??


OCC: Who is lighting a Torch and who is carrying it? Note if any delay is going to be made on lighting a torch let me know as which officially starts timer and you still have the campfire light unless you want bright light by the door. Also I would like to make sure everyone is good with the proposed marching order for a 10ft wide passage -- and settle on an order for a 5ft wide passage

Further, I will finish filling in the Status information as soon as can finalize it for that last two characters. Still, other than that some light sources it is pretty much complete


Appearance | Female human shaman 1 | AC 10, HP 6/6 | Spells: Burning Hands, Magic Missile, Sleep

Fine with being in the rear for 10-foot hallways. Fanki would prefer to be second from the rear in 5-foot hallways. She needs both hands free for her staff so would not be holding a torch initially.


making a frontliner free a hand is quite bad unless our thief wants to be a light source. I lose the use of my best weapon, so we will see what a dropped torch does. And if Grimli has the torch, making him last in a single file marching order does not shed much light forward, especially as dwarves are much shorter than humans.

Grimli lights a torch and carries his crossbow in an awkward one handed grip.

"Let's go. The light must lead us!!"

left hand torch, right hand slung loaded crossbow


Male Human Priest 1

Gaspar simply shrugs and follows Grimli in.


OCC: Follows Grimli in? In where? That short set of stairs that leads up to the glyph covered closed stone door which does not appear to have a latch upon it. Just glyphs still its obviously a door and you were instructed that these doors are semi-magical in nature but that they all do not work the same.

Oh and my apology for not denoting that door had no latch. Still it was in Dim Lighting until the Torch was lit. So perhaps that was just missed until now. Further in my defense no one paid the glyph covered door much nevermind so I did not think to describe in more detail.

Grimli having lit the torch the group can now clearly see the small alcove. The stairs lead up to a half-circle landing about 5ft in radius which is about as wide as the closed stone glyph covered door. While the glyphs are obviously, to some, to be in Primordial they are also not the Primordial language but pictographs that represent concepts and as such do not have any direct translation. However, those with the skill for understanding glyphs and/or those who understand Primordial can sometimes decipher their basic meanings when taken into context.

OCC: Only Gimli the Acolyte and Fanki who speaks Primordial may attempt this puzzle. You all may look at it and if any of you think you have a case that your character should be included please state your case.

The Primordial Puzzle:
This is a protracted puzzle requiring a Intelligence check with DC 15. Please make rolls, if you roll a natural 1 you cannot decipher it. If you roll a natural 20 you know exactly what it means. If you roll a 15 or better plus (good or bad) your Intelligence Modifer, you succeed in understanding what it means in general. Each roll you make chews up 1 Round. You may make as many rolls as you like and can even continue rolling after you succeed. Basically if you want to risk the natural 1 to get the natural 20, you may do so. However, if you succeed and then roll a natural 1 you have utterly confused yourself as to its meaning.

Note: Because I do not want to slow things down, if you succeed or critically fail and decide you are (or are just) done just post -- Done and do not indicated success or failure.

Further please place your rolls within a spoiler and do not look at the other persons rolls.

Once you are both Done I will resolve the puzzle.

Lastly yes it is possible that both of you may fail, or you can also just choose to give up. In either of these cases the group will have to do trial and error to figure it out which will take a full 10 minutes.


NG Half-Orc Barbarian|Hunter 1 HP: 13 AC: 17|11|16 Saves: 4/4/4

"I can take the torch once we are ready to head through the door," Aelwulf offers before giving the door the once over.
Search for Traps: 1d20 - 2 ⇒ (10) - 2 = 8
Advantage: 1d20 - 2 ⇒ (11) - 2 = 9


The door does not appear to have any traps on it but then again it does appear to just be a big slab of rock with no means of opening. Further he guesstimates the weight of that door, should it need forced is going to take more than the number folks that could get into place to try and force it. So there must be another means to open it. Probably something to do with the glyphs.


Grimli looks at the puzzle, a look of concentration appears on his face.

int check: 1d20 - 1 ⇒ (20) - 1 = 19

"This may be worth investigation further."


Appearance | Female human shaman 1 | AC 10, HP 6/6 | Spells: Burning Hands, Magic Missile, Sleep

"I wonder how to open this," Fanki muses, studying the glyphs.

Intelligence:
Int Check: 1d20 + 1 ⇒ (18) + 1 = 19


Male Human Priest 1

"They don't make sense to me. Kind of make my eyes cross and blur if I look too closely".


Round 1 Status:
Torch 60/59
.
Aelwulf .... Ts: 6 .... HP 8/8
Fanki ........ Ts: ? .... HP 6/6
Gaspar ..... Ts: ? .... HP 6/6
Grimli ....... Ts: 2 .... HP 8/8

Rear ---> Front (10ft wide)
Fa* .. Gr
Ga ....... Ae

Rear ---> Front (5ft wide)
?? ... ?? ... ?? ... ??


Grimli studies the glyphs and it occurs to him while he might not understand the exact terms being conveyed the images do speak to him.

To basically open the door one must push and hold down the glyph in the center and push and hold down the glyph on the center right, and while doing that one must pay hommage to the hammer of justice until the way is clear. The image associated with "must" seems to also carry a sense of warning or danger.

Fanki corrects the term Grimli used saying that hommage actually translates more to revere or show reverence, but yeah hommage works.


Grimly follows the sequences with the glyphs bowing and staying low feeling that the logical warning is a trap aimed at the upper part of the body.

Believing in justice, Grimli’s dedication to law and justice is heartfelt.


Round 2 Status:
Torch 60/58
.
Aelwulf .... Ts: 6 .... HP 8/8
Fanki ........ Ts: ? .... HP 6/6
Gaspar ..... Ts: ? .... HP 6/6
Grimli ....... Ts: 2 .... HP 8/8
Rear ---> Front (10ft wide)
Fa* .. Gr
Ga ....... Ae

Rear ---> Front (5ft wide)
?? ... ?? ... ?? ... ??

The platform on which Grimli is kneeling in a bow moves turning counterclockwise as it moves he feels a blast of air which causes the torch to sputter. Eventually it stops with a slight jerk and then Grimli feels another rush of air this time just above his head as a huge hammer-like object pendulums forcefully by and then back and forths until it settles into stillness mere inches above Grimli's head.

Beyond the door lies a 10-foot wide corridor that extends out to the Torches distance (Near aka 30 feet).

OCC: I still need a single file marching order, if not given one this is what I will use. Ga .. Fa* .. Gr .. Ae thus speak up or fovever hold your peace. Also if Fanki and Gaspar would like to make it easy on me how many Torches do you have? Note: I will eventually validate this but if your honest then no issue.


Appearance | Female human shaman 1 | AC 10, HP 6/6 | Spells: Burning Hands, Magic Missile, Sleep

"Well, shall we, then?" Fanki inquires, holding the torch aloft.

Fanki has two torches in her crawler's kit, as well as a lantern and a flask of oil.


Male Human Priest 1

Gaspar has (0) torches in his possession... and no funds to buy any. Leading the way is fine.


Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter

Here Gaspar, I bought two spare torches on top of the standard pack most of us seem to wind up with. Take one., he says extending a roughly made torch in a grimy fist.


Ghosting Gaspar

Gaspar thanks Ellis but he needs his hands free and he has no place to put the torch. He moves cautiously down the passageway having had taken great stock in the previous trap. He might not be positive but he felt that hammer could have taken someones head off or at least reduced it to so much pulp.

OCC: Still looking for a couple of more posts from players, please chime in so I know I am free to move things forward. However, to long of a delay and I will move things forward regardless. Still regular posts by players means regular posts from the GM


Grimli has his torch lit and carries a spare.

Grimli will allow Frankie to carry the torch if desired.


Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter

Ellis raises his shield and decides a flaming torch makes an adequate weapon for his right hand… better to use that than yield to the darkness. His mace remains secured to his belt.

I think this amount of light should be safe Grimli.


OOC: I realize PbP sometimes makes it difficult to coordinate actions so I will not penalize the group for such, however, I do need to ask for clarification.

Fanki has the original 1st Torch that was Light and is more to the back of the group.

Grimli currently close to the front lit a Torch (maybe)

Ellis who I do not know where is in the current marching order has lit a Torch (maybe)

So if I go with that we would have 3 Torches lit -- is that what you all want?


Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter

might as well bring up the rear for now, nd yes, torch is lit


NG Half-Orc Barbarian|Hunter 1 HP: 13 AC: 17|11|16 Saves: 4/4/4

With others taking up the torches Aelwulf takes up his bow and works his way forward.


Male Human Priest 1

I think (2) torches (or maybe 1) would be enough since they seem to be a valuable resource. Since Gaspar's shield seems to have been revealed to be ceremonial and therefore useless he would be happy to carry a torch in one hand... though with a 9AC he might take second in line instead of leading.

"What! This shield is only a stage prop"! Gaspar throws down his ill-gotten shield in frustration. " Ord, why to you test me so"?

He then reaches for Gimili's torch. "Guess I can carry that now since that shield is useless".


Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter

You can have my shield if I die, if I can have your armour likewise, says Ellis through dirty facial bandages.


Round 3 Status:
Torch-1 60/57
Torch-2 60/59
.
Aelwulf .... Ts: 6 .... HP 8/8
Fanki ........ Ts: 1 .... HP 6/6
................... L: 1 O: 1
Gaspar ..... Ts: 0 .... HP 6/4
Grimli ....... Ts: 1 .... HP 8/8

Rear ---> Front (10ft wide)
El*2 ... Fa ... Gr
........ Ga ....... Ae*1

Rear ---> Front (5ft wide)
El*2 ... Ga ... Fa ... Gr ... Ae*1

Dice Rolls:
Perception: 1d20 + 2 ⇒ (10) + 2 = 12
Fear Save: 1d20 + 2 ⇒ (7) + 2 = 9
Luck Check: 1d6 ⇒ 1
Damage: 1d4 ⇒ 2

Gaspar moves stealthily down the hallway when he suddenly spots a shadowy humanoid attacking from an alcove, he adroitly springs away but then collides with a pointy object.

Upon recovering from the initial surprise, Gaspar can see that the humanoid appears to be a statue of an Ork wielding a Great Axe in mid-swing, while behind him in another alcove appears to be another Ork statue with a spiked shield that is wielding a long sword in mid-swing.

OCC: Does the group want to investigate or move on?


Grimli tenses then relaxes his crossbow,

”Let’s check these out!!”


Male Human Priest 1

Gaspar holds the now shaking torch in one hand while he returns his mace to his side instead of the striking position it somehow took.

"Yeah. Let's see if there is anything special about these ugly statues. Who would want to remember how they looked if they looked like this".

Not sure how to examine. 1d20 ⇒ 12 ?


Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter

How good is the workmanship? They might be worth something if they are the work of some ancient master.


Round 12 Status:
Torch-1 60/48
Torch-2 60/50
.
Aelwulf .... Ts: 6 .... HP 8/8
Fanki ........ Ts: 1 .... HP 6/6
................... L: 1 O: 1
Gaspar ..... Ts: 0 .... HP 6/4
Grimli ....... Ts: 1 .... HP 8/8

Rear ---> Front (10ft wide)
El*2 ... Fa ... Gr
........ Ga ....... Ae*1

Rear ---> Front (5ft wide)
El*2 ... Ga ... Fa ... Gr ... Ae*1


As Gaspar takes a closer look at these statues he cannot help but be amazed at the extreme detail that was put into them, further the weapons and the shield they are holding seem almost as real as the clothing they have been dressed in. Someone went to great pains to make these statues seem extremely real.

It is quite obvious to him now why he reacted the way that he did, as anyone at first glance would have definitely mistaken these for real humanoids wielding real weapons, just as he had.


Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter

Anyone an expert on moving these? Some airship captain would love these for scarecrows - put on one night watch and it looks like three.


female human Wizard 1

Vanessa was a friend of Fanki. Well, a good enough friend in any case if you were in prison. She was sorry that she had decided to stay. In any case, she's in the prison because she broke some fool law.

Vanessa touches the air around these statues.

perception intelligence: 1d20 + 2 ⇒ (11) + 2 = 13


OCC: It is unclear what it is Vanessa is attempting to perceive. If I take it literally she is trying to perceive if their is air around the statues ;-) but that does not make much sense to me. So can you please clarify what Vanessa is trying to Perceive?


female human Wizard 1
DeJoker wrote:
OCC: It is unclear what it is Vanessa is attempting to perceive. If I take it literally she is trying to perceive if their is air around the statues ;-) but that does not make much sense to me. So can you please clarify what Vanessa is trying to Perceive?

She is trying to ascertain if they are actually alive. Or are just golems of some type. Like a Carytid Column or stone golems.


Male Human Priest 1

Gaspar tries to determine if these are actually sculptures of petrified humanoids.

1d20 + 2 ⇒ (14) + 2 = 16 WIS Test

He then decides that with a third of his health down due to the stab wound to try and call on the power of the fickle Ord to heal him.

1d20 + 2 ⇒ (15) + 2 = 17 Cure wounds (DC 11).

1d6 ⇒ 4 Restored HP's

And finds that Ord is paying attention... at the moment.


Round 22 Status:
Torch-1 60/38
Torch-2 60/40
.
Aelwulf .... Ts: 6 .... HP 8/8
Fanki ........ Ts: 1 .... HP 6/6
................... L: 1 O: 1
Gaspar ..... Ts: 0 .... HP 6/6
Grimli ....... Ts: 1 .... HP 8/8
Rear ---> Front (10ft wide)
El*2 ... Fa ... Gr
........ Ga ....... Ae*1

Rear ---> Front (5ft wide)
El*2 ... Ga ... Fa ... Gr ... Ae*1


Gaspar feels the holy energies of Ord wash over him.

Meanwhile, Vanessa examines the statues and determines that they are not any kind of golem that she has ever heard of. They were just very solid seemingly normal statues. Well, except for the fact of how exquisitely detail they were and the fact that someone had gone through some major pains to dress them in clothes and give them weapons. Which begged the question to her, of why would they simply not just have fashioned the clothes and weapons out of stone as well?


Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter

Lets press on… and hope we can salvage them on the way out. They gotta be worth something.


"Can we take these weapons from these statues!!"


Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter

D’oh! Never thought of that! We could use better kit! Are they incorporated into that statue or a sorta removal ack-cess-wry?


female human Wizard 1

"See if you can remove them," Vanessa says.


OCC: Well I need someone to make an investigation check with a maximum of one additional helper or up to 4 if one group of 2 investigates one statue and ther other group of 2 investigates the other statue.


Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter

Investigation: 1d20 ⇒ 17

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