Old School Rules (Shadowdark) RPG System: Gorgana Colony

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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Gorgana is an old penal colony located far from civilization. It is only feasibly approachable by airship due to the treacherous rocky desert that lie 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.


Count me in!!

You can roll my Stats!!


Um, interested, but the link for recruitment rules just goes back to THIS thread...


Pathfinder Adventure Subscriber

Looks very interesting...

3d6 ⇒ (4, 1, 5) = 10 STR
3d6 ⇒ (2, 1, 3) = 6 DEX
3d6 ⇒ (6, 6, 2) = 14 CON
3d6 ⇒ (5, 2, 3) = 10 INT
3d6 ⇒ (3, 6, 6) = 15 WIS
3d6 ⇒ (5, 6, 3) = 14 CHA

looks like a heavily armored Cleric. Not bad rolls. I'll give it some thought and put something together.


Also interested in this. :)


Okay I will fix the link and post it under the Campaign tab

Oh and the first step is of course rolling 3d6 for each attribute either in sequential order STR DEX CON INT WIS CHA -- or by labeling your rolls as follows: {dice=STR}3d6{/dice} replace the curly brackets with square brackets.

GM Tribute's Rolls as requested
STR: 3d6 ⇒ (3, 3, 2) = 8
CON: 3d6 ⇒ (5, 5, 5) = 15
DEX: 3d6 ⇒ (4, 4, 6) = 14
INT: 3d6 ⇒ (2, 4, 3) = 9
WIS: 3d6 ⇒ (4, 5, 6) = 15
CHA: 3d6 ⇒ (2, 3, 1) = 6

**Disclaimer** the following is mosty just an FYI

Note I am a bit different when it comes to order as I like to pair the like stats STR pairs with CON, DEX pairs with INT and WIS pairs with CHA

This goes back to a tweak I had made where a characters SAVES were:
FORT = (STR Mod + CON Mod)/2 (round-up)
RFLX = (DEX Mod + INT Mod)/2 (round-up)
WILL = (WIS Mod + CHA Mod)/2 (round-up)

I did that as part of my push to make every attribute equally important such that there was no such thing as a trully throw away attribute. As frankly to me if it was important enough to be a basic attribute then it ought to be significant to every character regardless of Class. However, again I think this was but one part of a bigger tweak that made every attribute nearly equally important to every class such that tanking one attribute over another was something to seriously consider.

Of course that is not the case here unless GM Tribute cares to adopt this for the game as a whole (aka theirs and the General game thread we share). I was mainly just mentioning it, to perhaps give folks something to think about.


STR: 3d6 ⇒ (1, 5, 4) = 10
DEX: 3d6 ⇒ (2, 4, 1) = 7
CON: 3d6 ⇒ (3, 1, 6) = 10
INT: 3d6 ⇒ (2, 1, 3) = 6
WIS: 3d6 ⇒ (2, 4, 4) = 10
CHR: 3d6 ⇒ (3, 2, 5) = 10


Oh Plastic Dragon and anyone else -- I believe the Guideline is if you do not roll at least one 14 or higher you may reroll all the the attributes -- throwing away the previous set -- repeat until you get at least one 14 or higher.

Also one is encouraged to roll two sets of attributes just in case the first set dies then you will have a back up ready to go.


Note if players want to use the random methods found in the book to generate a completely random character I am down with that. I will think about a suitable reward if anyone opts for that method -- for now it will just be a fuzzy peach.


Pathfinder Adventure Subscriber

Second character if by some miracle the first embraces the Mortal Coil.

3d6 ⇒ (3, 2, 4) = 9 STR
3d6 ⇒ (5, 2, 4) = 11 DEX
3d6 ⇒ (3, 1, 3) = 7 CON
3d6 ⇒ (1, 4, 6) = 11 INT
3d6 ⇒ (4, 6, 3) = 13 WIS
3d6 ⇒ (1, 4, 3) = 8 CHA

No 14

3d6 ⇒ (6, 2, 1) = 9 STR
3d6 ⇒ (2, 5, 1) = 8 DEX
3d6 ⇒ (3, 6, 6) = 15 CON
3d6 ⇒ (6, 6, 1) = 13 INT
3d6 ⇒ (5, 3, 5) = 13 WIS
3d6 ⇒ (3, 3, 2) = 8 CHA

Definitely a Wizard :-)


Dwarf cleric coming.

Low CHA, definitely a dwarf!!

15 WIS/CON 14 DEX and an 8 str, guess a dwarf cleric with a crossbow.

Thanks for getting us started!!

He will be preaching the law. This dwarf cleric has the law tattoed all over his skin like someone who believes this makes the law more sacred.

Maybe look into seeing about the old holy water sprinkler as a weapon too. If not, a hammer is always nice!!

Thanks for kicking this off, if scranford is crawler 1 (first to roll), maybe I can be crawler 2!!!


No 14 CHARACTER ReROLL:
STR: 3d6 ⇒ (4, 5, 1) = 10
DEX: 3d6 ⇒ (3, 4, 4) = 11
CON: 3d6 ⇒ (6, 2, 2) = 10
INT: 3d6 ⇒ (6, 2, 5) = 13
WIS: 3d6 ⇒ (4, 3, 5) = 12
CHR: 3d6 ⇒ (6, 2, 5) = 13

EDIT: AGAIN no 14s
STR: 3d6 ⇒ (6, 2, 6) = 14
DEX: 3d6 ⇒ (4, 2, 3) = 9
CON: 3d6 ⇒ (1, 4, 1) = 6
INT: 3d6 ⇒ (6, 4, 4) = 14
WIS: 3d6 ⇒ (6, 3, 5) = 14
CHR: 3d6 ⇒ (5, 6, 2) = 13

Well. Obviously an adventurer with acute asthma? LOL (Does the game allow for any stat increases as you level?)


I think Plastic Dragon that I saw that in the Guidelines but I would have to double check to be sure. I will try and post more about the creation and what not guidelines this weekend otherwise you can get the Link that GM Tribute provided to the free download of those guidelines (something I will eventually add to the campaign page as well).

Keep in mind, that you putting forth some effort to answer these questions will help the GMs greatly as that means we can focus on the more serious questions rather than the general questions already answered fully within those guidelines that are freely available to all the players.


So far those that can go to the Discussion thread are --

GM Tribute
scranford
Plastic Dragon

Again I will get more up this weekend (and collect in one spot that which GM Tribute has already posted about character creation) but the guidelines house most of what you need, so please get them and read them.


DeJoker wrote:

Keep in mind, that you putting forth some effort to answer these questions will help the GMs greatly as that means we can focus on the more serious questions rather than the general questions already answered fully within those guidelines that are freely available to all the players.

On it. Just didn't want to step on anyone's toes, y'know.

EDIT:
Ok, here's what I've found -

Rules to Shadowdark RPG

Character Creation Rules from GM Tribute's post -

GM Tribute wrote:

Actually, Black Dow led me to Shadowdark and it is AMAZING.

So, I would love to roll 6 3d6s knowing if I didn't get at least one 14 I could roll them again!!

To determine your character’s
stats, roll 3d6 in order for
each one. Note each total and
modifier on your character
sheet.
Optionally, if none of your stats
are 14 or higher, you may roll a
new set of six numbers.

Note you do not get to rearrange them!!

You can also do a level 0 start if you want an even more Grimdark feel.

To get the OSR vibe I would have a backup character linked in my profile too!!

Optionally!!! Who wouldn't reroll in this case

Haven't found more, yet, but I'm looking.


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You get to roll on your class level advancement Talent table (pp 18 - 25) every odd level. Some results allow you to increase from a choice of stats, a 12 results on being able to choose which stat you increase.


Oops, good call there.

My level 0 start skips that step as 0 is even!!


Thanks Plastic Dragon I have pasted the Shadowdark Guidelines link under the Campaign tab with more to come

Shadowdark reminds me of Dark Shadows ;-)


Character Stats

Str: 3d6 ⇒ (6, 1, 6) = 13
Dex: 3d6 ⇒ (3, 6, 2) = 11
Con: 3d6 ⇒ (4, 4, 6) = 14
Int: 3d6 ⇒ (2, 5, 5) = 12
Wis: 3d6 ⇒ (2, 5, 3) = 10
Cha: 3d6 ⇒ (2, 1, 6) = 9

Not bad!


Getting started on the fluff now


Note Brainiac those rolls would be for GM Tributes's game just so there is no confusion ;-)


I make all the rolls for my five chosen players in one dramatic post of massive random number goodness.

I will be rolling for 3x5 = 15 level 0 peasants

So up to you if he can keep them.


hp with advantage (DWARF): 2d6 ⇒ (4, 3) = 7
4+2dwarf+2CON = 8 hp to start
talent: 2d6 ⇒ (6, 1) = 7
+1 to priest spellcasting checks
gear: 2d6 ⇒ (5, 1) = 6 x 5 = 30
Crawling kit at 7
Leather at 10
crossbow at 8 (with bolts hopefully)
mace at 5
done spent all 30
no more money for a shield :-(


Alright, well, I'm a bit confused now with all the multiple threads, lol. GM Tribute is rolling up characters for us, so the rolls I made earlier were for this game if chosen, yes? Did I do it right?

I've had very little sleep the past few days so that may be impacting by reading comprehension. :D


9/10 gear slots used CC=7, two weapons=2

random background: 1d20 ⇒ 13
13 Acolyte. You're well trained in religious rites and doctrines

HA THAT FITS

Grimili is mostly done!!


Shadowdark is one action economy! You get a near move for your turn for free at any part of your turn.
Standing up and potion quaffing is typically free too!!
You get ONE action for your turn which can be another near move
Cant get any easier!!

COMBAT TURNS
Characters can take one action
and move near on their turn,
splitting up the movement
however they want. Characters
can move near again if they
don't take an action.
ACTIONS
Melee Attack. Melee attacks
use melee weapons. Roll 1d20 +
your Strength modifier + talent
bonuses. You hit the target if
your total is equal to or greater
than its AC.
Ranged Attack. Ranged attacks
use ranged weapons. Roll 1d20 +
your Dexterity modifier + talent
bonuses. You hit the target if
your total is equal to or greater
than its AC.
Cast A Spell. Casting a
spell takes one action (see
Spellcasting on pg. 44).
Improvise. Do an improvised
action, such as swinging across
a ravine on a vine. The GM might
determine it requires a stat
check or attack roll.
Multitask. Characters can do
small, parallel tasks on their
turns, such as standing up,
speaking, activating a magic
item, or quaffing a potion. This
doesn't typically use their action


Ok, so I've decided to go with Dwarf as well * short hi-five *, but a Fighter.

Character Name: 1d20 ⇒ 8 Darvin!

Ancestry: Dwarf

Class Talent Roll: 2d6 ⇒ (6, 6) = 12 Choose Talent or +2 to Stats
WOOT! +2 to Constitution, no question!

HP: 1d8 ⇒ 7
HP: 1d8 ⇒ 3
* Rolled with Advantage (Fighter), then +2 HP
So, 7 + Con bonus +2

Background: 1d20 ⇒ 17
....minstrel? LOL. Awesome.


(Plastic Dragon's Character)

Title: Warrior
AC: 12 (Leather 11 - 1 + 2)
Language: Dwarfish, Common

Starting Equipment: 1d4 ⇒ 3

Starting Item: 1d12 ⇒ 9 Flint and Steel
Starting Item: 1d12 ⇒ 5 Rope, 60'
Starting Item: 1d12 ⇒ 3 Pole

Starting Gold: 2d6 ⇒ (3, 4) = 7 x 5 = 35gp

Gear Slots: 14

Greataxe 10 gp (2 Slots)
Leather Armor 10 gp (1 slot)
Shield 10 gp (1 slot)
Backpack 2 gp (0 slots)
Rations (3) 5 sp (1 slot)
Flask 3 sp (1 slot)

Encumbrance: 9/14
Gold: 2 gp, 2 sp


Okay Brainiac you are cleared to go to the discussion thread to finish up your character and chat with the other players. I have made a post of what the other players have currently chose to play in case that helps you with your character.


Fixed the link here in the SD interest thread.

We will see if the others can find us here now.


Am I correct that there are 3 games recruiting for Shadowdark?
This, Keep on the border lands, and the gauntlet?


ElbowtotheFace wrote:

Am I correct that there are 3 games recruiting for Shadowdark?

This, Keep on the border lands, and the gauntlet?

Sort of. My understanding is that Tribute is running The Gauntlet, DeJoker is running Gorgana Colony, and eventually Tribute will be running a 2nd, invite-only game.

Or something like that.


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I was running the Gauntlet to start, but interest has faded. I think I may have driven some applicants away.

Dejoker is running Gorgan Colony. I think he is starting soon. Seems to have enough characters to go.

I was going to run a classic module like Keep on the Borderlands, but Shadowdark seemed to be suited to homebrew or the modules released for it.

Anyway, this is the place to be now!!


I stand corrected. :D


If this is the only game in town (for the time being), so to speak, I would like to throw my hat in the ring.

STR: 3d6 ⇒ (5, 5, 6) = 16
DEX: 3d6 ⇒ (5, 4, 6) = 15
CON: 3d6 ⇒ (4, 5, 1) = 10
INT: 3d6 ⇒ (3, 1, 4) = 8
WIS: 3d6 ⇒ (2, 1, 3) = 6
CHA: 3d6 ⇒ (1, 4, 3) = 8

Half-Orc Theif it is, if he can't pick the lock he'll just break it.


HP: 1d4 ⇒ 4
Talent: 2d6 ⇒ (6, 2) = 8
Gold: 2d6 ⇒ (1, 3) = 4
Background: 1d20 ⇒ 15


Okay ElbowToTheFace you are in please join us in the Discussion thread and try to complete your character as soon as possible. I would like to start by Wednesday evening (aka tomorrow) but if you are not done by then that is okay I will start you as soon as possible.

Perhaps I will just let you start at the same time, with the caveat that your PC must be completed before combat or anything truly significant happens. However launch time is tomorrow evening and the countdown has started for the official lift-off.


Bumping this thread to hopefully help reduce confusion.


Strength: 3d6 ⇒ (3, 1, 1) = 5
Dexterity: 3d6 ⇒ (6, 6, 4) = 16
Constitution: 3d6 ⇒ (5, 5, 4) = 14
Intelligence: 3d6 ⇒ (1, 6, 3) = 10
Wisdom: 3d6 ⇒ (1, 1, 3) = 5
Charisma: 3d6 ⇒ (4, 4, 1) = 9

Okay, I can make a rogue or a thief.


EltonJ wrote:

Strength: 3d6 ⇒ (3, 1, 1) = 5

Dexterity: 3d6 ⇒ (6, 6, 4) = 16
Constitution: 3d6 ⇒ (5, 5, 4) = 14
Intelligence: 3d6 ⇒ (1, 6, 3) = 10
Wisdom: 3d6 ⇒ (1, 1, 3) = 5
Charisma: 3d6 ⇒ (4, 4, 1) = 9

Okay, I can make a rogue or a thief.

Background roll -- Background: 1d20 ⇒ 18

Grand Lodge

Still room?

Str: 3d6 ⇒ (2, 4, 1) = 7
Dex: 3d6 ⇒ (2, 2, 3) = 7
Con: 3d6 ⇒ (6, 2, 1) = 9

Int: 3d6 ⇒ (3, 3, 4) = 10
Wis: 3d6 ⇒ (6, 1, 2) = 9
Cha: 3d6 ⇒ (5, 1, 6) = 12

No 14….

Str: 3d6 ⇒ (2, 3, 4) = 9
Dex: 3d6 ⇒ (5, 1, 2) = 8
Con: 3d6 ⇒ (5, 2, 2) = 9

Int: 3d6 ⇒ (4, 3, 3) = 10
Wis: 3d6 ⇒ (4, 3, 2) = 9
Cha: 3d6 ⇒ (5, 3, 3) = 11

Third times the Charm

Str: 3d6 ⇒ (6, 4, 4) = 14
Dex: 3d6 ⇒ (4, 3, 2) = 9
Con: 3d6 ⇒ (2, 1, 6) = 9

Int: 3d6 ⇒ (4, 5, 1) = 10
Wis: 3d6 ⇒ (6, 6, 2) = 14
Cha: 3d6 ⇒ (1, 1, 6) = 8

Not bad..

Let me think on it.

Grand Lodge

I missed the cut off reading back but let me know if you want a replacement for a drop out.


Helaman I have not said no yet but to be truthful I have not had a chance to check things out. Will try to address this soon. There is a good chance that you will be allowed to join, I just need to double check the current status of things.

Grand Lodge

Many thanks. I’ll get out my Shadowdark rules.

Grand Lodge

Background: 1d20 ⇒ 5 Banished. Intriguing.
Fighter. Let’s go human.
Advancement for human: 2d6 ⇒ (6, 5) = 11 +1 when wearing a particular armour. Would have preferred +2 to con buuuut ya can’t have everything. Can that be +1 when using shields?

Advancement for level 1: 2d6 ⇒ (3, 6) = 9 +2 to Con. Thank the Gods. Now Con 11.

HP: 1d8 ⇒ 4

Instead of cast out for crimes, how about banished for a disease?

I’m gonna go a caravan guard inflicted with a disease like leprosy etc. Still strong, though fading, but his charisma, dex and con are all starting to show signs of winning the battle for his health. Maaaaybe he is recovering. He isn’t sure.

There’s rumours of a cure! It makes him desperate enough to take on jobs others wouldn’t!

Gold: 2d6 ⇒ (2, 3) = 5 x5 = 25…

So…

A shield. 10gp
Crawling Kit 7gp
A mace 5gp
2 extra torches 1gp
Dirty clothes and bandages

2gp for savings

=25gp


Oops looks like you will have to re-roll that gold as you definitely do not get 2 die 65 ;-)

I will consider the disease thing but I think that might cause other issues that might not be workable. Still maybe I can think up something appropriate.

Keep in mind that the starting of this adventure is not your typical situation so we do have to take that into account as well.

Grand Lodge

DeJoker wrote:
Oops looks like you will have to re-roll that gold as you definitely do not get 2 die 65 ;-)

Tried to do dice 2d6 * 5 but that’s a bust


Yeah well just do the 2d6 and implement the manual math for the x5 not that difficult.

Oh and yeah there is room so you are in and we just need to work out the details to get you included.


Is the fighter armour bonus AC allowable for picking shields as an armour type?

Gameplay Dot / deleted dot complete. Thank you.

I read more into the unusual circumstances. Being a valued member of the community and banished seems a contradiction… but sending me to risk my life for the good of the community until I die from disease or recover would make some sense.

FORT = (STR Mod + CON Mod)/2 (round-up) +1
RFLX = (DEX Mod + INT Mod)/2 (round-up) -1
WILL = (WIS Mod + CHA Mod)/2 (round-up) +1

I like this breakdown. Makes sense.


Rfxl would be 0 for me. Forgot to round up.

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