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.


51 to 100 of 132 << first < prev | 1 | 2 | 3 | next > last >>

Male Human Priest 1

Gaspar made a Wisdom check for Investigation in his last post for a 16 total. If needed again... or to assist.

1d20 + 2 ⇒ (12) + 2 = 14 Wisdom to investigate.


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

If Wis is investigation then I also get +2 to that result


female human Wizard 1
DeJoker wrote:
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.

Investigation: 1d20 + 2 ⇒ (13) + 2 = 15


Grimli helps look at the weapons.

investigate: 1d20 + 2 ⇒ (3) + 2 = 5


Round 32 Status:
Torch-1 60/28
Torch-2 60/30
.
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 and Ellis examine one statue while Vanessa and Grimli examine the other statue both ascertain that yes the items are real and separatable from the statues but it will not be easy nor will the statues be fully intact afterwards. Bascially the hands gripping the items must be broken in order to remove the items they are holding.


female human Wizard 1

"It's probably not worth it to take the weapons," Vanessa says. "The statues aren't our property to break."


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

You reckon the quality of the weapons is bad enough to not be worth not breaking the statues? We could use the kit.


Male Human Priest 1

Gaspar just shrugs.

"Whatever you think. They're not using those weapons at this time. I wonder if they're petrified people instead of just statues. If so if they get unpetrified they might regret losing their appendages".


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

Bugger em. We could use the steel.

He uses his mace to break free a sword for himself and a shield for anyone who wants one.


Rounds Break Sword Free: 1d4 ⇒ 1
Rounds Break Shield Free: 1d4 + 1 ⇒ (4) + 1 = 5

Round 38 Status:
Torch-1 60/22
Torch-2 60/24
.
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

Ellis expertly strikes the hand holding the sword shattering the fingers and causing the sword to drop to the floor, however, it takes him a few strikes to break the arm free before he can get to the hand that holds the shield and then break it enough to wrest it free. Still when done, he has recovered both a long sword and a spiked shield.

Vanessa opts not to take the Great Axe.

OCC: What does Grimli do?


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

Good stuff… might be better than me current kit eh? ‘Ere, Gaspar, take yon shield an’ I’ll take the sword hey hey


Grimli follows closely behind Elias, declining to take the very large axe. He was going to keep his pack light and continue.


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

Right you are, let’s go


female human Wizard 1

"I just hope you're not stealing!" says Vanessa.


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

Eeeeeh… root vegetable, tubers… tis all the same. Remember we’re here to find stuff to sell for our village.

Adding sword to inventory


Round 49 Status:
Torch-1 60/11
Torch-2 60/13
.
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
Rolls:
Notice Trap: 1d20 - 2 ⇒ (8) - 2 = 6
Advantage: 1d20 - 2 ⇒ (20) - 2 = 18

The group continues down the passageway, when Aelwulf suddenly stops and takes a step back, something about the floor just does not look right to him. After a closer examination he realizes that this section of floor is collapsible and that there is a narrow ledge along the left side that will allow everyone a chance of getting to the other side but for some he imagines it might not be all that easy.

Just beyond the area that Aelwulf is indicating are another set of alcoves on either side and then more passageway. It also occurs to Aelwulf that there is a lack of dust and dirt on the floor almost as if it is being constantly cleaned.

OCC: If anyone wishes to traverse the ledge it is a DC 13 Dexterity Save, to which you can choose to Take-10 if you like but Take-20 is not an option.

However, if someone has a plan perhaps it might be made easier or maybe even safe. Player's can be so creative, I never say never.


female human Wizard 1

Vanessa will take 10.


OCC: Anyone who has not can you please fill in your in-game character sheet so that I (and you) can use it for quick refrence. Thank you in advance.

Vanessa you do realize by using Take-10 you will get a 10 as your Dex Mod is +0 and with a DC 13 that means you would fail. Are you sure you want to Take-10??


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

I’m wondering if we used a rope or an extended spear or such to steady us, would that not make going up that ledge there earlier? I am hardly a mountain goat and a fall or sprain so early in our journey would be bad. That said, I am deeply curious as to where those passages lead.


Male Human Priest 1

Gaspar views the area with intense trepidation. "I can barely walk the width of this tunnel without falling and you expect me to hug the wall? I got kicked out of the last village dance for kicking over a lantern and nearly burning the place down".

He then backs up as if fearing that the area he was standing on might collapse at any minute.

"If we can't find a rope or something we might have to find another way around".


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

Well, I have 60 foot of rope in my crawler kit… so, who’s gonna goat their way up to be the anchor?


female human Wizard 1

"We can use the rope as a way to get across."

Quote:

OCC: Anyone who has not can you please fill in your in-game character sheet so that I (and you) can use it for quick refrence. Thank you in advance.

Vanessa you do realize by using Take-10 you will get a 10 as your Dex Mod is +0 and with a DC 13 that means you would fail. Are you sure you want to Take-10??

Now that you brought that up, no.


OCC: There does not seem to be a way around, that anyone has noticed thus far. So I am awaiting your next plan of action.


Grimli takes a rope and offers it to any volunteers.


Male Human Priest 1

”God is with me. I am not afraid”.

1d20 - 2 ⇒ (19) - 2 = 17 DEX check

And his words ring true as he takes one end of the rope and with supreme conviction crosses over.


female human Wizard 1

"SCIENCE!" Vanessa exclaims.

1d20 ⇒ 7 DEX check.

She grabs the rope, but stops in the middle.


female human Wizard 1

Vanessa's strength check: 1d20 + 1 ⇒ (8) + 1 = 9
Vanessa's second dexterity check: 1d20 ⇒ 19

"Science!"


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

[ooc]So does a character or two anchoring the rope help?[/ooc)


OCC: Okay had Vanessa chose to Take-10 with the rope she would have made it without an issue, which is to say yes, Ellis with 2 characters anchoring the rope, one can make it across with a DC-10 check, or if they need to they can take 2 rounds to cross and make it with the help of the rope without needing a check.

However, I feel I have given everyone enough warning to ask questions rather than make assumptions. So I am taking the actions as they stand. Which is to say, I have removed the safety net.

Round 50 Status:

Torch-1 60/10
Torch-2 60/12
.
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
Vanessa ...... Ts: 2 .... HP 6/4

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

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


Vanessa moves out holding to the rope but about half way across she loses her balance and falls backwards onto the floor which immediately gives way and while she is still holding onto the rope she is unable to keep here grip when her body's weight jerks the rope from her hands. However as she falls she is able to, flip such that she lands mostly on her feet. Whereupon she finds herself about 20 feet below where everyone else is.

Fall Damage: 1d6 ⇒ 2


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

Well… crap. Hang on down there. Let me slowly climb up then we can all lower a rope to you.

He takes a few minutes to use the rope to carefully climb up before checking if it’s okay to now lower the rope.


OCC: I am confused, Ellis is not in the pit Vanessa is in the pit.

Also currently Gaspar is on the far side of the pit by himself securing one end of the rope and everyone else, except Vanessa is on the near side of the pit and at least one of them was securing this end of the rope.

That being said where is Ellis climbing up from? Or did you simply misunderstand the current situation?


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

I was under the impression that the plan was our more nimble footed would get forward along the ledge, then by using an anchor rope, it would be possible to make it up there without the DC14 check I’d have to make to get up there … once up there, we could lower a rope to the person in the pit.. or wherever Vanessa fell to. Ahhhh, the joys of pbp.

Ellis looks up, then at the rope around his waist, then up again.

Then he attempts the difficult walk along the ledge he was trying to avoid with all the rope stuff.

DC13-1=14: 1d20 ⇒ 9

I don’t think this game is gonna work out somehow but I’ll see where it goes.

DeJoker wrote:

** spoiler omitted **** spoiler omitted **

The group continues down the passageway, when Aelwulf suddenly stops and takes a step back, something about the floor just does not look right to him. After a closer examination he realizes that this section of floor is collapsible and that there is a narrow ledge along the left side that will allow everyone a chance of getting to the other side but for some he imagines it might not be all that easy.

Just beyond the area that Aelwulf is indicating are another set of alcoves on either side and then more passageway. It also occurs to Aelwulf that there is a lack of dust and dirt on the floor almost as if it is being constantly cleaned.

OCC: If anyone wishes to traverse the ledge it is a DC 13 Dexterity Save, to which you can choose to Take-10 if you like but Take-20 is not an option.

However, if someone has a plan perhaps it might be made easier or maybe even safe. Player's can be so creative, I never say never.

Hence all my BS-ing around with the rope, offering my rope Aelwilf taking the rope etc

Once Ellis falls prey to the trap, assuming he doesn’t make it, do I make a new character?


Male Human Priest 1
Ellis of Karth wrote:

I was under the impression that the plan was our more nimble footed would get forward along the ledge, then by using an anchor rope, it would be possible to make it up there without the DC14 check I’d have to make to get up there … once up there, we could lower a rope to the person in the pit.. or wherever Vanessa fell to. Ahhhh, the joys of pbp.

Ellis looks up, then at the rope around his waist, then up again.

Then he attempts the difficult walk along the ledge he was trying to avoid with all the rope stuff.

[dice=DC13-1=14]1d20

I don’t think this game is gonna work out somehow but I’ll see where it goes.

DeJoker wrote:

** spoiler omitted **** spoiler omitted **

The group continues down the passageway, when Aelwulf suddenly stops and takes a step back, something about the floor just does not look right to him. After a closer examination he realizes that this section of floor is collapsible and that there is a narrow ledge along the left side that will allow everyone a chance of getting to the other side but for some he imagines it might not be all that easy.

Just beyond the area that Aelwulf is indicating are another set of alcoves on either side and then more passageway. It also occurs to Aelwulf that there is a lack of dust and dirt on the floor almost as if it is being constantly cleaned.

OCC: If anyone wishes to traverse the ledge it is a DC 13 Dexterity Save, to which you can choose to Take-10 if you like but Take-20 is not an option.

However, if someone has a plan perhaps it might be made easier or maybe even safe. Player's can be so creative, I never say never.

Hence all my BS-ing around with the rope, offering my rope Aelwilf taking the rope etc

Once Ellis falls prey to the trap, assuming he doesn’t make it, do I make a new character?

I believe GM above mentioned that you could take (2) Rounds to cross with the anchored rope, and not have to make a check.

Grand Lodge

Gaspar Dawnbringer wrote:
Ellis of Karth wrote:

I was under the impression that the plan was our more nimble footed would get forward along the ledge, then by using an anchor rope, it would be possible to make it up there without the DC14 check I’d have to make to get up there … once up there, we could lower a rope to the person in the pit.. or wherever Vanessa fell to. Ahhhh, the joys of pbp.

Ellis looks up, then at the rope around his waist, then up again.

Then he attempts the difficult walk along the ledge he was trying to avoid with all the rope stuff.

[dice=DC13-1=14]1d20

I don’t think this game is gonna work out somehow but I’ll see where it goes.

DeJoker wrote:

** spoiler omitted **** spoiler omitted **

The group continues down the passageway, when Aelwulf suddenly stops and takes a step back, something about the floor just does not look right to him. After a closer examination he realizes that this section of floor is collapsible and that there is a narrow ledge along the left side that will allow everyone a chance of getting to the other side but for some he imagines it might not be all that easy.

Just beyond the area that Aelwulf is indicating are another set of alcoves on either side and then more passageway. It also occurs to Aelwulf that there is a lack of dust and dirt on the floor almost as if it is being constantly cleaned.

OCC: If anyone wishes to traverse the ledge it is a DC 13 Dexterity Save, to which you can choose to Take-10 if you like but Take-20 is not an option.

However, if someone has a plan perhaps it might be made easier or maybe even safe. Player's can be so creative, I never say never.

Hence all my BS-ing around with the rope, offering my rope Aelwilf taking the rope etc

Once Ellis falls prey to the trap, assuming he doesn’t make it, do I make a new character?

I believe GM above mentioned that you could take (2) Rounds to cross with the anchored rope, and not...

Hence my post about the rope that followed… the GM gave me the impression he wanted things to be spelled out so I posted I was taking the requirement of 2 rounds


OCC: Okay again a bit confused by all that. However first if you are going to do a lot text within an OCC please contain it within a Spoiler.

Pit Situation Clarification:
This is just in case there is any more confusion taking place about the rope situation.

Cross Ledge without Rope: DC 13

Cross Ledge with Rope: DC 10

Cross Ledge with Rope taking 2 Rounds (aka Extra-Careful): Auto Success

Future Note: A simple question like what do I feel would be the safest way to cross while using the rope. Which I would have answered with the above information. Or someone denoting that they are being extra-careful, such as what Ellis did. Or someone perhaps just describing that they are putting themselves between the wall and the rope which would be another way of just saying I am being extra-careful.

That being said, it sounds like Ellis opted to be extra-careful so yeah no roll required and he has one end of the rope tied about his waist, there being plenty of rope for that as well. Now this way Ellis could, if he chose, brace himself against the corner wall and still allow another to cross without Aelwulf needing to hold the rope. However, this would mean Ellis does not get any Dexterity bonus to his AC as he would have to remain stationary.

Now if I am correct, that puts Aelwulf and Ellis on the far side, Vanessa in the Pit and Grimli and Gaspar on the near side.

Lastly, this is supposed to be challenging but fun. So if you feel I am perhaps being to persnickety and that is detracting from the fun, then let me know. I can dial back the detail and let any caution be considered high caution and adjust accordingly and/or I can simply spell out the full parameters of the challenge before hand and let you go from there, aka assume you all ask the appropriate question to get the information.

I just need to know what you feel is fun and what you feel is not fun. Remember you are just as much apart of this game as I am, as such your voice does matter.


Ellis very caustiously makes his way across the treacherous ledge, while Grimli and Gaspar hold one end and Aelwulf the other and Vanessa watches up from below.

Just as Ellis steps firmly off the ledge but before he can untie the rope, he hears the sound of stone sliding on stone off to his left. Aelwulf hears the same thing but facing the opposite direction hear's it off to his right.

On the other side of the pit Grimli and Gaspar watch as both Ellis and Gaspar's heads look quickly to the left as if suddenly noticing something in that direction.

In the pit Vanessa cannot currently see anyone.

OCC: You have at least one round to react.


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

I’ll brace for Gimli… you be over watch Aelwulf. Gimli! Quickly! Vanessa… we may have a rude arrival!, he speaks in a normal volume but tersely, hoping he is heard without shouting.


Grimli moves cautiously across, taking his time and using the anchored rope. He uses the braced rope

Forgot about a use for 10’ pole!! Balance bonus!!.


female human Wizard 1

"Help me out, please," pleads Vanessa.


Opponent Initiative: 1d6 + 1 ⇒ (6) + 1 = 7
OCC: In case you might have missed it roll 1d6 plus your Dexterity Modifier for Initiative

Two tiny humanoid figures come out of the darkness holding bows and then suddenly stop about 5 feet from Ellis and Aelwulf as if somewhat surprised to see them there.

Ellis and Aelwulf can see the tiny humanoids which to them appear to look like small wooden dolls.

Meanwhile, Grimli is half-way across doing his best to not fall.

OCC: No surprise round, those with the highest initiative get to go first.


female human Wizard 1

Vanessa Initiative: 1d6 + 0 ⇒ (4) + 0 = 4


Grimli is moving slowly, and sees something in the dark.
init: 1d6 + 2 ⇒ (2) + 2 = 4


OCC: The only thing that Grimli can see is shadows dance caused by the torch light or his companions looking to the left. He does not see the Tiny Humanoids as they are around the corner that Ellis is braced against and 5 feet back.


female human Wizard 1
DeJoker wrote:
OCC: The only thing that Grimli can see is shadows dance caused by the torch light or his companions looking to the left. He does not see the Tiny Humanoids as they are around the corner that Ellis is braced against and 5 feet back.

Do you have a map?


I will try to get a map up but Paizo does not support that directly but there are ways to include one.


Male AC12 (Shield with bonus), HP [4]/4 Fort+2 Ref-1 Wil +2 Human Fighter
DeJoker wrote:
OCC: The only thing that Grimli can see is shadows dance caused by the torch light or his companions looking to the left. He does not see the Tiny Humanoids as they are around the corner that Ellis is braced against and 5 feet back.

Sounds delightful… lol :D


Map so far I hope you all can see it and I hope it is easy to figure out. No I did not put the peoples on the map.

Okay map is messed up each square represents 5ft right to left but forward to back (for the corridor) is 10 ft which is to say it is 30 ft from the entrance to the first set of alcoves and then another 30 ft to the next set of alcoves but the alcoves are 10 ft wide by 10 ft deep. The pit is 10 ft by about 7.5 ft wide and 20 ft deep

I will work on creating one that is correct and repost it when I have it completed.

Btw going to ask would you all like to use Roll20 for maps?


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

Roll20 is hit and miss with me


OOC: Ellis fully understand that is why I am asking, trying to find a means to deliver a map so folks can handle combat more efficiently. Granted my method of handling "Flanking" is extremely simple in that an individual that is outnumbered is assumed to be flanked with each individual beyone one giving that team a +1 To Hit and allowing for Precise Attacks.


looks good


Male Human Priest 1

1d6 - 2 ⇒ (3) - 2 = 1 Initiative

"What is it? Did you hear something

Gaspar holds up his shield in anticipation of... something... and begins to whisper a quick prayer of protections...

1 to 50 of 132 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Old School Rules (Shadowdark) RPG System: Gorgana Colony All Messageboards

Want to post a reply? Sign in.