I decided I wanted to play a solo campaign in Barrowmaze, using Shadowdark with its free SoloDark supplement. This would be a "tabletop Roguelike" of sorts, combining crawling using all the aforementioned rules with some storytelling and me "filling in the gaps". A primary source of inspiration would be the Darkest Dungeon video game, a game which is very much in the same vein as both Shadowdark and Barrowmaze.
I will post my progress on this blog.
The setup will initially be simple: adventurers gather in the boomtown of Helix, eager to plumb the depths of the nearby Barrowmaze megadungeon. But death lurks aplenty under the old barrow mounds, and even among them on the moor's surface. Characters will begin simple and develop with time. A major random and procedural element will also shape their adventures, sticking strict usage of all the random tables and procedures in both Barrowmaze, Shadowdark, and SoloDark.
Character Creation
I will begin by generating the first four characters using Shadowdark. I will avoid using Shadowdarklings to get a better "feel" for my characters, which automated generation sometimes provides less of.
I will be using the Shadowdark core rules, Cursed Scroll #1, and my own Reptilian Ancestries as character generation sources.
All characters are generated by 3d6 six times in order.
As the adventures progress and characters die or are wounded, I will generate more characters for my "stable". Maybe even regardless of PC losses... Providing a dynamic party.
Variant Random Ancestry Table
As I use non-Core material, I'd like to change the Random Ancestry Table, Shadowdark p.40.
Roll is changed from 1d12 to 1d20:
d20 Ancestry
1-6 Human
7-9 Elf
10-12 Dwarf
13-14 Half Orc
15-16 Goblin
17-18 Lizardman (Reptilian Ancestry)
19 Gecko-Kin (Reptilian Ancestry)
20 Serpent-Kin (Reptilian Ancestry)
Draconians are not included yet.
Variant Random Class Table
As I use non-Core material, I'd like to change the Random Class Table, Shadowdark p.40.
Roll is changed from 1d4 to 1d8:
1-2 Fighter
3 Priest
4 Thief
5 Wizard
6 Warlock
7 Witch
8 Knight of St. Ydris
The First Four
Let's roll.
Character #1 - Axidor the Acolyte of St. Terragnis (Male Elf)
STR 10 DEX 7 CON 13 INT 10 WIS 12 CHA 11
(Final stats STR 10 DEX 7 CON 13 INT 10 WIS 14 CHA 11)
Quite average, isn't he? Tough and a bit wise, but nothing remarkable.
Ancestry: Elf; Racial Talent: Farsight (+1 to attack with ranged weapons; +1 to spellcasting checks).
Class: Priest.
Sex: Male.
Name: Axidor.
Alignment: Lawful.
Title: Acolyte.
Class Talent: +2 to STR or WIS! Obviously chose WIS!
Deity: St. Terragnis. A Lawful human deity! Why would an Elf worship her? An interesting story hook!
Background: Noble! And not a decadent one, as evidenced by his CON score. Probably Axidor left his home for a monastery - potentially due to a revelation? - to hone his spirit, and endured the usual hardship there.
To-Hit (Melee): +0 (Mace 1d6); To-Hit (Ranged): -1 (+1 Elf; -2 DEX 7); HP 5; AC 9 (Leather Armor and bad DEX).
Languages: Common, Elven, and Celestial.
Class Abilities: Turn Undead (see spells); Spellcasting (based on WIS; 2 Tier-1 spells).
Priest Spells: Turn Undead, Shield of Faith, Protection from Evil.
Gear: 9/10 slots: Crawling Kit, Mace (1d6), Leather Armor (AC 9 due to DEX), 5gp.
Motivation: Ascend Anger. Maybe ascend to St. Terargnis' heaven by proving his holy zeal?
So, we have a tough and wise, but clumsy, Elven (former?) Noble. He is no healer but an expert in protecting himself and others from the forces of Chaos! And fighting Chaos with holy wrath!
Character #2 - Broken-Claw the Thug (Female Lizard-Kin)
STR 12 DEX 14 CON 5 INT 11 WIS 12 CHA 5
Fast! But weak and uncouth. Probably sickly from birth. I've decided that her low Charisma comes from the loathsome god she follows, and her murderous streak, rather from ugliness.
Ancestry: Lizardman! Racial Talent: Swims as fast as a human walks; can hold his breath for 1 hour.
Class: Thief.
Sex:Female.
Name: Broken-Claw.
Alignment: Chaotic! Beware of conflict with Axidor!
Title: Thug.
Class Talent:+1 Backstab damage!
Deity: Ramlaat.
Background: Banished! Suitable of a Thug! She probably murdered someone important!
To-Hit (Melee): +1 (Dagger, 1d4); To-Hit (Ranged): +2 (Shortbow; 1d6) HP 1; AC 13 (Leather Armor and high DEX).
Languages: Common, Reptilian.
Class Abilities: Backstab (+1 weapon die vs. unaware target, +2/+3 to hit); Advantage on Climbing, Stealth, Disguise, Traps, and Picking Pockets/Locks).
Gear: 10/12 slots: Crawling Kit, Thief Tools (no slot requires); Shortbow, Dagger, 4gp.
Motivation: Blood and souls for Ramlaat!
In short: a Chaos cultist of the worst kind! Probably hiding her true nature behind a "neutral" facade, but doing it badly, with venomous remarks about various matters (low Charisma!).
Character #3 - Mirena the Shaman (Female Human)
STR 7 (-2) DEX 15 (+2) CON 9 (-1) INT 5 (-3) WIS 10 (+0) CHA 14 (+2)
(Final stats: STR 7 (-2) DEX 15 (+2) CON 9 (-1) INT 5 (-3) WIS 10 (+0) CHA 18 (+4))
Weak, Stupid, but fast and charming!
Ancestry: Human (1 extra Class Talent)
Class: Witch.
Sex: Female.
Name: Mirena.
Alignment: Neutral.
Title: Shaman.
Class Talents: +2 to Charisma twice!
Deity: Gede.
Background: Drawn. Whispered to by a yet unknown entity!
To-Hit (Melee): -2 (Staff, 1d4); To-Hit (Ranged): +2; HP 2 ; AC 13 (Leather Armor and high DEX).
Languages: Common; Diabolic; Primordial; Sylvan.
Class Abilities: Familiar; Witch Spells (3 known)
Witch Spells: Charm Person; Oak, Ash, Thorn; Willowman.
Familiar: A Raven called "Talon".
Gear: 9/10: Crawling Kit, Staff (1d4); Leather Armor.
Motivation: Revoke Order. Maybe smash the local civilized government and call forth the Natural side of things?
In short, a wild shaman, strong in the way of spirits and very charming, yet base - even at near-animal level - in her intellect.
Character #4 - Malchor the Squire (Male Human)
STR 13 (+1) DEX 10 (+0) CON 15 (+2) INT 9 (-1) WIS 10 (+0) CHA 12 (+1)
We got ourselves a Fighter!
Ancestry: Human (1 extra Class Talent).
Class:Fighter.
Sex: Male.
Name: Malchor.
Alignment: Lawful.
Title: Squire.
Class Talents: +1 to all attacks twice!
Deity: St. Terragnis (again! Probably sees himself as Axidor's protector)
Background: Sailor! A bold mariner!
To-Hit (Melee): +4 (STR and Talents and Mastery; Longsword, 1d8); To-Hit (Ranged): +2 (Talents; Javelin 1d4); HP 10 ; AC 11 (Leather Armor).
Languages: Common.
Class
Abilities: Hauler; +1 to attack and damage with Longswords; Grit (Advantage on throws to overcome an opposing force).
Gear: 10/15: Crawling Kit, Longsword (1d8); Javelin (1d4); Leather Armor.
Motivation: Reverse Dark. Fight back the Darkness emanating from Barrowmaze?
In short, a stout squire! Strongest character in the party, with best chances of surviving their first adventure.
Party Overview
So, we have a Priest and his loyal Squire, both sworn to fight against Darkness, and two hanger-ons (?): an "adventurer" (Thug) trying badly to conceal her true nature, and a wild Shaman. All ready to seek treasure in Barrowmaze! The two hanger-ons were probably recruited at the "Brazen Strumpet" tavern in Helix for added skills and sorcery - well-known to be a prerequisite for survival in Barrowmaze!
Of course, inner-party conflict is likely to rear its ugly head soon...