
Black Dow |

Dark Dungeons is pretty cool - really like (amongst other things) the "notched" feature on weapons which reduces their damage but allows for a cool dynamic when converting old D&D/AD&D content where even mooks could end up packing +1 weapons. That notched longsword +1 is magical, but only does 1d6+1 damage.
I've no preference on the system to run - like I touched on previously I may join later as I want to focus on Night Below prep.
Speaking of which here's a primer from my notes and OSwR Dwarf revised for the campaign: Dwarves of Abervane (c/w notes on changes and rationale)

Oceanshieldwolf |

Just a note to say I found I already had Dark Dungeons on my tablet, possibly from the initial hundred or so posts/conversations we had in this thread - that seems quite distinct from Darker Dungeons posted in the last few days. Are they the same thing or quite different? I was under the impression Dark Dungeons was an OSR thing, and Darker Dungeons was a mod of 5e.
Will check the campaign tab for your houserules. But basically I’m good to go with whatever, as long as it is consistent, or at least give us warning of changes ahead of time. Just don’t ask us to vote on changes! Be a Cruel Obermind! But if we do get to vote on whether or not we get to vote I vote… No.

Old School GM Obermind |

Right you are OSW - I got my wires crossed between Dark Dungeons and Darker Dungeons. Like you said, the first is an OSRish approach, while the second one is 5e based.
@Helaman: I grabbed the chance to take a look at it, and I agree with you - some interesting house rules in there. Though… Fighters are still mostly featureless :P

Old School GM Obermind |
1 person marked this as a favorite. |

Dark Dungeons is pretty cool - really like (amongst other things) the "notched" feature on weapons which reduces their damage but allows for a cool dynamic when converting old D&D/AD&D content where even mooks could end up packing +1 weapons. That notched longsword +1 is magical, but only does 1d6+1 damage.
I've no preference on the system to run - like I touched on previously I may join later as I want to focus on Night Below prep.
Speaking of which here's a primer from my notes and OSwR Dwarf revised for the campaign: Dwarves of Abervane (c/w notes on changes and rationale)
I like it! And it is good to see things coming along BD.
Also like the Mine Sense re-flavoring, and dwarven weapon familiarity addition.How easy was it in general to tailor it to what you wanted? Straightforward hack?

Black Dow |

Yeah was easy enough - OSwR has monster conversion notes so I've tried that on some of the more unique creatures in Night Below. Rest aligns nicely so I'm just writing up notes on the main campaign material (own timeline etc) so it is indeed bubbling along.
Doing the same with some of the side quests etc.
Cheers on the feedback chief - more to come :)

Old School GM Obermind |

Updating the poll:
Old School Obermind - prefer OSwR, but will DM any
Brainiac - any
Scranford - any
Eric Swanson - S&W
OSW - any
Daniel Stewart - any, but leaning on OSwR
Helaman - no vote?
Black Dow - any

Oceanshieldwolf |
1 person marked this as a favorite. |

@Black Dow- I liked the term “citadelves”. And as a non-fan of dwarves gemerally (ducks axes, picks, tankards, bosses and assorted beard accoutrements) I’m…liking them. “Mine Sight” is a good touch. And the Magic Resistance makes Dwarves a little more magical (or anti-magical) than mundane…

Old School GM Obermind |

Final poll:
Old School Obermind - prefer OSwR, but will DM any
Brainiac - any
Scranford - any
Eric Swanson - S&W
OSW - any
Daniel Stewart - any, but leaning on OSwR
Helaman - preference is Old Swords
Black Dow - any

Old School GM Obermind |

Ok team, just give me some time to mull over which system I want to use for this one. I am seriously leaning toward OSwR for several reasons, but I will allow myself a few hours to decide.
@Eric Swanson: Just so you know, I am counting on you taking the ‘higher road’ and still join if we go OSwR ;)
In the meanwhile, I will share with you what I think is an hidden gem out there on the www - Scruffygrognard.com - there is a lot of interesting stuff in here, not the least of which is an AD&D3e version kinda thing which I think really deserves some credit, Planescape conversions, a take on a ‘classic’ approach to 5e, among others. Take a look if you have a chance, and don’t be discouraged buy the long loading times on the PDFs, they take some time but they do load. They are worth the wait, as the time and dedication put into this shows through.

Old School GM Obermind |

Ok gang, after some pondering I have decided to go with Olde Swords Reign!
In a nutshell, it feels I like it might be an interesting and easily hackable system with modern sensibilities and mechanics, and that’s a good thing in my book. I am all for DM adjudication to speed up play (mainly in PbP), but I like to have at least a skeleton of a framework to fall back on, if needed.
The system seems to be detailed enough to allow for mechanically interesting character options, without bogging us down with minutiae. Same for combat it seems - some tactical options which might fit in smoothly with PbP.
Last piece of reasoning, to keep it short and because I am posting from my phone, is ‘why not?’ - I would like to give it a whirl, hopefully you are also on board with it (Eric, I am looking at you), and there is a lot to be said about actually DOING stuff, on top of all the side discussions :)
So lets get this show on the road!
You already have the rolls to work with, and can move ahead with character creation. Game on!

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1 person marked this as a favorite. |
Ok team, just give me some time to mull over which system I want to use for this one. I am seriously leaning toward OSwR for several reasons, but I will allow myself a few hours to decide.
@Eric Swanson: Just so you know, I am counting on you taking the ‘higher road’ and still join if we go OSwR ;)
In the meanwhile, I will share with you what I think is an hidden gem out there on the www - Scruffygrognard.com - there is a lot of interesting stuff in here, not the least of which is an AD&D3e version kinda thing which I think really deserves some credit, Planescape conversions, a take on a ‘classic’ approach to 5e, among others. Take a look if you have a chance, and don’t be discouraged buy the long loading times on the PDFs, they take some time but they do load. They are worth the wait, as the time and dedication put into this shows through.
Checking this out… s!#~, those are some loooong load times

Oceanshieldwolf |

Old School GM Obermind wrote:Checking this out… s%$!, those are some loooong load timesOk team, just give me some time to mull over which system I want to use for this one. I am seriously leaning toward OSwR for several reasons, but I will allow myself a few hours to decide.
@Eric Swanson: Just so you know, I am counting on you taking the ‘higher road’ and still join if we go OSwR ;)
In the meanwhile, I will share with you what I think is an hidden gem out there on the www - Scruffygrognard.com - there is a lot of interesting stuff in here, not the least of which is an AD&D3e version kinda thing which I think really deserves some credit, Planescape conversions, a take on a ‘classic’ approach to 5e, among others. Take a look if you have a chance, and don’t be discouraged buy the long loading times on the PDFs, they take some time but they do load. They are worth the wait, as the time and dedication put into this shows through.
Yep, I checked out the Player’s Handbook. Honestly, I don’ see the point in what they have done, but they obviously have a passion for it. I essentially reeled through it and paused on every picture like a trip down memory lane. Loving Erol Otus, Parkinson, Raupp, Truman, DCS etc.
@Helaman: took another look at the previews that DriveThru has for Warlock! I really like the backgrounds and their almost effortless ability to drive story. Looks like a fun and simple system that is different enough from OSR to make it interesting.

Ãrwulf Stenn |

Ok, OSwR it is! You can bet I’ll be taking a hindrance for a general feat! And I’ll roll a background thingy to see what Arwulf *really* got up to after his folks died in the plague…

Ãrwulf Stenn |

Background: 1d20 ⇒ 6 Beast Trainer
Hindrance: 1d100 ⇒ 7 Arsonist
While the former might take some finagling, I already had an idea for Arwulf to use oil and “bombs” to add to a Fighter’s fairly simplistic repertoire…I’m not sure “arsonist” really needs to apply to most adventurers…
Also going to switch Strength and Dexterity back around…

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Old School GM Obermind wrote:Helaman, it is not that relevant but you were not supposed to roll the second set.
Here you go! (but now you have to keep these :P)
Str 13
Int 7
Wis 7
Dex 8
Con 14
Cha 14Hodor material… but more personable and (slightly) wider vocabulary.
Says Fighter to me but crude and not skilled (13 str could be just doesn’t know how to properly apply his strength).
I’ll gin something together soonish.
Fighter gets Str +1 takes it to 14… whew.
Human gets 2 stats at +1… I’ll take my Int and Wis leave them at 7 for RP purposes. I’ll boost Dex to 9 and Str to 15Str 15
Int 7
Wis 7
Dex 9
Con 14
Cha 14
Human Fighter 1.
Background 1d20 ⇒ 12 Sailor?… errr okay. Either press ganged or fell from the rigging. I may go with fell from the rigging. Screwed his head and his nimbleness. Works.
Feat: Weaponless Damage - You are an expert in fighting with your bare hands. Unarmed strikes do d6 damage modified by either your strength or dex bonus.
Character is fleshing out… not so much as fell from rigging as BADLY lost a fight. Like stomped out badly lost. He was the boxing champ for his ship… lost a prize fight that would have killed a lesser man. It should have in fact… but he pulled through, wits addled, thoughts and movements slowed. His shipmates eventually realised he would never be right again, and beached him.
I picture him battered, missing teeth but grinning and hearty… slow in thought and in movement, often lost in the moment, trying subconsciously to catch up.
No hinderances. Life dealt him a rough hand as it is…

Oceanshieldwolf |

Am I right in understanding that I use my ability modifiers to derive saving throws?
Aarwulf has 16 Str, 14 Dex and 12 Con. So +3, +2 and +1
A Fighter has Proficiency in Strength and Constitution, and as a Human, I have chosen to add my one extra Proficiency in Dex.
A 1st level character has Proficiency of +2, so Str +5, Dex +4 and Con +3. Correct? (And Int -1, Wis -2 and Cha +/- 0)
Starting Gold: 4d4 ⇒ (3, 2, 1, 1) = 7 x 10 = 70 gold. Hard times.

Oceanshieldwolf |

Another question. I think I’m just getting “Proficiency”. It seems to be similar to PF2. Do I add my Proficiency bonus (in proficient weapons and armor) to AC and Attack Rolls? So Aarwulf in Chainmail and Shield would be Chainmail 14 + 2 Prof, +2 Dex, +1 Shield for an AC of 19?
And attacking with a melee weapon Aarwulf would be Prof +2, Str +3 = +5?

Ãrwulf Stenn |

If everything above *is* correct, Aarwulf is done.
The equipment pages are…sparse, and the prices are ludicrous. Given a 50’ rope is the same price as 6 torches and are both the lowest amount available, I made a flint and steel also….1gp.
Aarwulf is still the son of the former former mayor of Darkwell, who died with his wife in the plague of 15 or so years ago. Aarwulf, a lad at the time, was quite….affected by the event, especially the not so strange habit of the remnant population resorting to burning the victims’ corpses in giant “cleansing pyres”. As a result, he is somewhat…fascinated by the cleansing purity of a good conflagration. You can all be happy he is currently too poor to have: oil, spirits, alchemical reagents, a barn full of hay, kindling or anything else flammable except for his 6 torches.
Growing up, his families’ petty nobility afforded him a little education, and his paternal grandfather’s tutoring (that continued after his parents’ passing) left Aarwulf with passable skills speaking the Elvish tongue.
Aarwulf also has a natural affinity with animals, from riding, to calming to preternatural veterinary understanding - essentially Aarwulf feels a kinship with animals - something of a balm to the loss he feels from being orphaned.
Having finally left Darkwell to seek his fortune, he is currently on the road, amid some hard times. Aarwulf carries a halberd, a dagger, three handaxes, a spear, a mace and a shield, somewhat resembling a walking scarecrow dressed in chainmail crossed with a weapon rack. He’s down to his last two days of rations and looking for a good stiff drink. But has not a penny to his name.

Old School GM Obermind |

Am I right in understanding that I use my ability modifiers to derive saving throws?
Aarwulf has 16 Str, 14 Dex and 12 Con. So +3, +2 and +1
A Fighter has Proficiency in Strength and Constitution, and as a Human, I have chosen to add my one extra Proficiency in Dex.
A 1st level character has Proficiency of +2, so Str +5, Dex +4 and Con +3. Correct? (And Int -1, Wis -2 and Cha +/- 0)
Correct!

Old School GM Obermind |

Another question. I think I’m just getting “Proficiency”. It seems to be similar to PF2. Do I add my Proficiency bonus (in proficient weapons and armor) to AC and Attack Rolls? So Aarwulf in Chainmail and Shield would be Chainmail 14 + 2 Prof, +2 Dex, +1 Shield for an AC of 19?
And attacking with a melee weapon Aarwulf would be Prof +2, Str +3 = +5?
Proficiency bonuses are only added to ability checks, saving throws, and attack rolls. Not to AC ;)
So +5 to hit, but AC17.
Old School GM Obermind |

If everything above *is* correct, Aarwulf is done.
The equipment pages are…sparse, and the prices are ludicrous. Given a 50’ rope is the same price as 6 torches and are both the lowest amount available, I made a flint and steel also….1gp.
Aarwulf is still the son of the former former mayor of Darkwell, who died with his wife in the plague of 15 or so years ago. Aarwulf, a lad at the time, was quite….affected by the event, especially the not so strange habit of the remnant population resorting to burning the victims’ corpses in giant “cleansing pyres”. As a result, he is somewhat…fascinated by the cleansing purity of a good conflagration. You can all be happy he is currently too poor to have: oil, spirits, alchemical reagents, a barn full of hay, kindling or anything else flammable except for his 6 torches.
Growing up, his families’ petty nobility afforded him a little education, and his paternal grandfather’s tutoring (that continued after his parents’ passing) left Aarwulf with passable skills speaking the Elvish tongue.
Aarwulf also has a natural affinity with animals, from riding, to calming to preternatural veterinary understanding - essentially Aarwulf feels a kinship with animals - something of a balm to the loss he feels from being orphaned.
Having finally left Darkwell to seek his fortune, he is currently on the road, amid some hard times. Aarwulf carries a halberd, a dagger, three handaxes, a spear, a mace and a shield, somewhat resembling a walking scarecrow dressed in chainmail crossed with a weapon rack. He’s down to his last two days of rations and looking for a good stiff drink. But has not a penny to his name.
Looks good OSW!
Don’t forget to note down your encumbrance, and remember the importance of Provisions ;)
Old School GM Obermind |

It'll probably take me a few days to find time to read the OSwR rules and convert my character. Busy week so far.
No worries Brainiac. Take your time.

Old School GM Obermind |

Human Fighter 1.
Background 1d20 Sailor?… errr okay. Either press ganged or fell from the rigging. I may go with fell from the rigging. Screwed his head and his nimbleness. Works.
Feat: Weaponless Damage - You are an expert in fighting with your bare hands. Unarmed strikes do d6 damage modified by either your strength or dex bonus.
Character is fleshing out… not so much as fell from rigging as BADLY lost a fight. Like stomped out badly lost. He was the boxing champ for his ship… lost a prize fight that would have killed a lesser man. It should have in fact… but he pulled through, wits addled, thoughts and movements slowed. His shipmates eventually realised he would never be right again, and beached him.
I picture him battered, missing teeth but grinning and hearty… slow in thought and in movement, often lost in the moment, trying subconsciously to catch up.
No hinderances. Life dealt him a rough hand as it is…
Nice! I can feel the character coming along. And I am getting the feeling the Background is a nice feature, and the table is easily expandable (I think Warhammer Fantasy RPG has a massive backgrounds list? Never played it myself though)

Old School GM Obermind |

Okay then, like Brainiac I am rather busy so it will take me some time to read the ruleset and convert Lewill over.
No worries Eric, and thanks for giving it a whirl! Let me know if you need a hand with the character creation.

Darcy Sparrow |

I believe Darcy is updated now.
I switched WIS and INT since she was a scribe that made more sense.
In addition, a question about damage multipliers for Finesse weapons...
DEXTERITY Combat: Dexterity is generally added to your attack rolls and damage rolls when you are in Ranged combat, there are some exceptions with thrown weapons (see Combat p.121). You can also choose to use dexterity for Melee attacks when using a weapon with the finesse property, such as a dagger or short-sword.
Would the DEX Modifier apply to damage as well for Shortsword and dagger???
Also, does it still make sense for Darcy to wake up hungover and broke in the blacksmiths stable instead of travelling with the group to Grimmsgate?

Old School GM Obermind |

I believe Darcy is updated now.
I switched WIS and INT since she was a scribe that made more sense.
In addition, a question about damage multipliers for Finesse weapons...
DEXTERITY Combat: Dexterity is generally added to your attack rolls and damage rolls when you are in Ranged combat, there are some exceptions with thrown weapons (see Combat p.121). You can also choose to use dexterity for Melee attacks when using a weapon with the finesse property, such as a dagger or short-sword.
Would the DEX Modifier apply to damage as well for Shortsword and dagger???
Also, does it still make sense for Darcy to wake up hungover and broke in the blacksmiths stable instead of travelling with the group to Grimmsgate?
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexter- ity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
So I would say yes Darcy - Dex to hit and damage with finesse weapons.
As for how to start, I have no requirements apart from you having a reason to be in Grimmsgate. In your case…
Feel free to link this with any other characters, and divulge as much as you would like - could you have grabbed some old friends for the trip? Perhaps someone more versed in wilderness travel, or old scripts? I can easily envision a reason for you to travel with Cordelia as a cleric of Freya, Calhoun perhaps as a guide since he is familiar with the region, and Ãrwulf as hired muscle? Eric also already pointed out he could have easily hired Calhoun as a guide, so you could be sharing expenses? Let me know what you think.
By the way, thieves’ tools are a thing in OSwR, unlike S&W ;)

Ãrwulf Stenn |

@Obermind: Re: Encumbrance -
Encumbrance in Olde Swords Reign is very simple, a character can carry their Strength ability score in armor, weapons, and items, plus an additional 10 items with a backpack. If they exceed their limit they are encumbered and their speed drops to Slow (15ft). If they exceed their limit by more than their strength score their speed drops to 0 and they'll need to drop some items.
Some larger items, like heavy weapons or plate armor, take up 2 inventory slots.
Encumbrance can be increased with sacks
(see sacks in the adventuring gear section p.54). Every 100 coins count
as 1 item. This minimizes bookkeeping but lets you still benefit from having it in your game.
So Ārwulf has 16 Strength. He can therefore carry 16 “items”. His Halberd will count as 2. I get that it is an abstraction, but Chainmail and a flint and tinder aren’t exactly on par. Still, I guess it is similar in some ways to PF2’s Bulk system, where items are 1 Bulk or 2 Bulk (and so on), and small items are “L” or light bulk, and 10 “L” items make up 1 Bulk.

Ãrwulf Stenn |

And have noted the importance of Provisions (you use two per day, one for water and one for food; they can also be used in other ways such as breaking them down into particular elements to say…make torches) and their interaction with resting (taking a breather consumes one provision unit).
Clearly Ārwulf needs either gold to buy provisions, or provisions to live long enough to obtain gold. All while looking for something to burn…

Darcy Sparrow |

GM
Either of those travelling together links with the other PC's work fine. I also wouldn't mind meeting up with them when they arrive and starting the quest there. Whatever makes it easier for you.

Old School GM Obermind |

@Obermind - I took the Precise Shot Fighter Feat, but only on the assumption it would work with thrown weapons as well as bows/crossbows. Is this correct?
I am gonna go with a yes on that - I see no reason for it not to work with thrown weapons as well as bows/crossbows.

Old School GM Obermind |

I think Cordelia's crunch is done now. I just have to come up with a modified background to incorporate her scoundrel past. :D
I actually think that might fit in with Darcy's background, and consolidate a reason why you could be traveling to Grimmsgate together.

Old School GM Obermind |

OK delved into the rules briefly, looks good so far.
Good to hear Eric!

Old School GM Obermind |

GM
** spoiler omitted **