Character Creation Thread
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Jul 22, 2024 5:14 pm
Yeah, no darkvision for players. Worrying about torches going out is a core element of the game. Furthermore, many non-humanoid monsters are "dark adapted", allowing them to see in the dark even though you can't.
Shadowdark Core Rules, GM section, p.104 says:
Respect the darkness. It is the true foe. Few things can hold it at bay, and nothing must make those prized tools obsolete.Jul 22, 2024 6:10 pm
Balthazar says:
In spell casting section it says how many spells they know but no spells per day... are all spells known at will?Jul 22, 2024 6:41 pm
@Balthazar - Yes, sorry. I did miss that.
In Shadowdark, all the spells you know are available to cast at the start of each day. To cast a spell, you must succeed at a spellcasting check. This check is a d20 + your spellcasting ability modifier (WIS for priests, INT for Wizards, CHA for Witches). The difficulty is 10 + the tier of the spell (tier = spell level). If you succeed, the spell is successful AND the spell remains available to cast again. If you fail, the spell does not work and you cannot cast it again until after you rest (the generic term "rest" in this game means getting a night's sleep in a safe place). If you roll a natural 20 on your check, that's a critical success. You can pick one aspect of the spell and double it (damage, duration, range, number of targets, etc). A natural 1 is a critical failure. Priests lose the spell until they perform penance (usually a sacrifice of gold or valuables is sufficient). Wizards and Witches have spell mishaps on a critical failure.
One side note is that most spells succeed or fail on the casting roll alone - no to-hit roll required and no save by the target allowed.
In Shadowdark, all the spells you know are available to cast at the start of each day. To cast a spell, you must succeed at a spellcasting check. This check is a d20 + your spellcasting ability modifier (WIS for priests, INT for Wizards, CHA for Witches). The difficulty is 10 + the tier of the spell (tier = spell level). If you succeed, the spell is successful AND the spell remains available to cast again. If you fail, the spell does not work and you cannot cast it again until after you rest (the generic term "rest" in this game means getting a night's sleep in a safe place). If you roll a natural 20 on your check, that's a critical success. You can pick one aspect of the spell and double it (damage, duration, range, number of targets, etc). A natural 1 is a critical failure. Priests lose the spell until they perform penance (usually a sacrifice of gold or valuables is sufficient). Wizards and Witches have spell mishaps on a critical failure.
One side note is that most spells succeed or fail on the casting roll alone - no to-hit roll required and no save by the target allowed.
Jul 22, 2024 6:50 pm
So, for Gromlin He would roll 1d20 + 3 (wis) +1 (Talent = +1 to priest spellcasting checks) = 1d20+4
Have you accepted my character sheet yet? I am not able to make my posts from my character.
Below is an image of Gromlin Battlebeard:
Have you accepted my character sheet yet? I am not able to make my posts from my character.
Below is an image of Gromlin Battlebeard:

Jul 22, 2024 6:52 pm
As to the other party members, Gromlin is a fatherly like personality. Let me know who of you might appreciate and engage in such a relationship and those who might be repelled or resistant to such a relationship.
Jul 22, 2024 7:02 pm
I just approved your character. I have a question about your inventory, however. You have one inventory slot labeled "Rations (x3)" which makes sense (3 rations can fit in one inventory slot). But then you have two more slots that say "Rations". Are those additional rations? Or are those part of the "Rations (x3)" If it is the latter, they don't need their own slots.
Also, as a reminder, I have a house rule that you can bring an empty sack into the dungeon. It takes up one inventory slot while empty. If you put items in the sack, it stops using inventory space, but you must use two hands to carry it. The sack can hold up to 5 inventory slots when being carried in this way.
Also, something i forgot to put in my house rules is that I assume a lantern holds one flask of oil inside it. So a single inventory slot can hold a lantern and one hour of oil (but not the empty flask that oil came in).
Also, as a reminder, I have a house rule that you can bring an empty sack into the dungeon. It takes up one inventory slot while empty. If you put items in the sack, it stops using inventory space, but you must use two hands to carry it. The sack can hold up to 5 inventory slots when being carried in this way.
Also, something i forgot to put in my house rules is that I assume a lantern holds one flask of oil inside it. So a single inventory slot can hold a lantern and one hour of oil (but not the empty flask that oil came in).
Jul 22, 2024 7:11 pm
timplausible says:
I just approved your character. I have a question about your inventory, however. You have one inventory slot labeled "Rations (x3)" which makes sense (3 rations can fit in one inventory slot). But then you have two more slots that say "Rations". Are those additional rations? Or are those part of the "Rations (x3)" If it is the latter, they don't need their own slots.Quote:
Also, as a reminder, I have a house rule that you can bring an empty sack into the dungeon. It takes up one inventory slot while empty. If you put items in the sack, it stops using inventory space, but you must use two hands to carry it. The sack can hold up to 5 inventory slots when being carried in this way.Quote:
Also, something i forgot to put in my house rules is that I assume a lantern holds one flask of oil inside it. So a single inventory slot can hold a lantern and one flask of oil.Quote:
I can hear the shouts of "you're not my real dad" already!Jul 22, 2024 7:21 pm
Rolled lucky on the Luck Token roll!!
Luck Tokens for session 1 - (1d4)
(4) = 4
Luck Tokens for session 1 - (1d4)
(4) = 4
Jul 22, 2024 7:55 pm
RageRed says:
Also, I missed where we roll Luck Tokens. Is it 1d4?Last edited July 22, 2024 7:55 pm
Jul 22, 2024 8:09 pm
Hey @timplausible, thanks for having me. Excited to be playing shadowdark!
Let me roll some dice. Iβll be posting character details tomorrow. For your information, I am posting from Belgium, meaning that I might be a few hours ahead of other players based in North America.
Let me roll some dice. Iβll be posting character details tomorrow. For your information, I am posting from Belgium, meaning that I might be a few hours ahead of other players based in North America.
Rolls
Roll set 1 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (242) = 8
3d6 : (441) = 9
3d6 : (125) = 8
3d6 : (323) = 8
3d6 : (342) = 9
3d6 : (514) = 10
Reroll set 1 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (424) = 10
3d6 : (456) = 15
3d6 : (543) = 12
3d6 : (454) = 13
3d6 : (652) = 13
3d6 : (446) = 14
Roll set 2 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (644) = 14
3d6 : (146) = 11
3d6 : (513) = 9
3d6 : (561) = 12
3d6 : (565) = 16
3d6 : (161) = 8
Jul 22, 2024 8:18 pm
matmaisan says:
I am posting from Belgium, meaning that I might be a few hours ahead of other players based in North America.Jul 22, 2024 8:19 pm
@RageRed
A pair of exquisite silk slippers with a matching robe. You could use the slippers for extra quiet movement (re-roll checks to sneak if you get a 1), but such use would ruin their monetary value.
You could instead sell the slippers and robe for 35 gp. Or you could keep them and look quite fancy when you are relaxing at the inn (+1 to carousing checks).
I can't use a longbow, but if you want the silk slippers and robe I'd still be happy to trade.
[ +- ] My Loot Item.
A pair of exquisite silk slippers with a matching robe. You could use the slippers for extra quiet movement (re-roll checks to sneak if you get a 1), but such use would ruin their monetary value.
You could instead sell the slippers and robe for 35 gp. Or you could keep them and look quite fancy when you are relaxing at the inn (+1 to carousing checks).
Jul 22, 2024 8:33 pm
RageRed says:
I know that in the new Class for Warlock it says INT for spells, but in all other similar game systems it is CHA. I'd rather it was CHA. It makes more sense to me. What's your take on that?I've changed my ruling on this in a subsequent post. You can use CHA for any casting check, but you can still choose Wizard or Witch spells.
Jul 22, 2024 11:40 pm
So, after some light reading and character creation, I can see why multiclassing isn't a thing. π
Jul 23, 2024 1:48 am
MaJunior says:
So, after some light reading and character creation, I can see why multiclassing isn't a thing. πJul 23, 2024 1:54 am
timplausible says:
MaJunior says:
So, after some light reading and character creation, I can see why multiclassing isn't a thing. πLast edited July 23, 2024 1:56 am
Jul 23, 2024 1:59 am
Thief/Ranger stuck out to me. Ranger lets you pick a weapon to deal 1d12 with. Thief does sneak attack by rolling an additional weapon damage die.
Even though Thief and Ranger work together thematically, the possibility for a backstab dealing 5d12 is a bit nuts.
Even though Thief and Ranger work together thematically, the possibility for a backstab dealing 5d12 is a bit nuts.
Jul 23, 2024 10:21 am
Talents: +2 Str, Dex, or Int x3
HP: 13
Background: Cult Initiate. You know blasphemous secrets and rituals
Starting Gold: 70 gp
Loot Roll: 6, 82
HP: 13
Background: Cult Initiate. You know blasphemous secrets and rituals
Starting Gold: 70 gp
Loot Roll: 6, 82
Last edited July 23, 2024 10:28 am
Rolls
Talents - (2d6, 2d6, 2d6)
2d6 : (62) = 8
2d6 : (26) = 8
2d6 : (63) = 9
HP - (d8-1, d8, d8)
d8-1 : (8) - 1 = 7
d8 : (1) = 1
d8 : (5) = 5
HP Reroll - (d8)
(3) = 3
Background - (d20)
(3) = 3
Starting Gold - (2d6)
(22) = 4
Loot - (d6, d100)
d6 : (6) = 6
d100 : (82) = 82
Jul 23, 2024 12:36 pm
I submitted my character sheet. Hopefully, I did everything right. :)
[ +- ] AI Art Character Image

Last edited July 23, 2024 12:39 pm
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