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January 10, 2025
D20 rules Work in progress

Part of the problem is each character has specific rules for them , how David does things and howe 44 does things are different. That was my fault and its to late to change them

The Rules of the game.
0: The Game Master is always correct. They may not always be right but during the game they are always correct. If the game master makes a mistake, bring it up after the game is over don’t toss an X card and stop the game mid encounter.
1: This is a stupid game about Goblins with sticks. That’s it, this is a game, a game is supposed to be fun. It should never be more important then real life. If it’s not fun, that’s ok. We can talk about it or you can take a break. It’s a dumb game, that’s it.
2: Everything you encounter is the result of phenomenon you understand, or phenomenon you do not understand. S*** happens, the universe does not owe you an explanation and magic is the cheat code of the universe
4: Nothing is impossible, but some things are highly improbable. The universe does not owe you an explanation.
5: Write it down. It is not the universe job to remind you that you picked up a +1 spear in the 3rd game, your lucky if the universe can remember where it left it’s keys.
6: When in doubt, remember. At the end of the day when all the dust settles it is still just a stupid little game about Goblins with sticks

Shadowdark skill system
Method 1: Vague. Roll D20 + Appropriate stat mod
Method 2: Less vague. Each class has a skill called “Class stuff” and every race has a skill called “race stuff” whenever you are doing something specific to your class or race you can try to get the GM to let you use that skill.
Jen the elf has a skill called Elf Stuff, whenever she does something particularly elfish like walk on snow, she can roll elf stuff

Method 3: An actual skill system
The “I’ve played 1000 hours of Microsoft simulator “rule states you can try any skill even if your untrained, you just don’t get any bonuses.
To perform a normal skill check, roll a d20 and add the following bonuses:
D20 + Modifier if untrained+ “Stuff”
D20 +Level + modifier if trained +”Stuff”

A 1st level character is trained in all Class skills as well as 1 Craft, 1 Knowledge and 1 Profession as well as any languages you might know due to background and that’s it.
 To learn a new skill, you must find a capable instructor willing to teach you. Please work with the GM to determine what you can try to learn, how much time it will take, and what it will cost you, then do a DC 18 INT check. If you succeed, you have acquired a new skill; if you fail, you still have to spend the time and the Pogs even though you did not master the new skill, but you can always try again.

Skill list.

Strength Skills

Dexterity Skills

Constitution Skills

Intelligence Skills

Wisdom Skills

Charisma Skills

Athletics

Acrobatics

Endurance

Arcane

Religion

Streetwise!

Climb

Climb

Survival

History

Faith

Animal handling

Swim

Dance

Ride

Investigation

Insight

Deception/Bluff

Intimidation

Stealth

Swim

Nature

Perception

Intimidation

Use melee weapons

Pick pocket

Wear armor

Religion

Navigation

Interrogation

Wear armor

Pick lock

 

Medicine

Tactics

Interview

Ride

Disable

 

Search

Tracking

Diplomacy

 

Slight of hand

 

Computers

 

Seduction

 

Escape artist

 

Mechanics

 

Disguise

 

Pilot

 

Electronics

 

Perform

 

Drive

 

Engineering

 

Look cool in  sunglasses

 

Pilot Mech

 

Academics

 

Cook

 

Forgery

 

Research

 

All craft skills
All performance skills
All art skills
All domestic skills

 

Ranged weapons

 

Scribe scroll

 

 

 

Ride

 

Brew Potion

 

 

 

 

 

Navigation

 

 

 

 

 

Tactics

 

 

 

 

 

Forgery

 

 

 

 

 

Tracking

 

 

 

 

 

All craft skills
All performance skills
All art skills
All domestic skills
All language skills

 

 

Class skills

Fighter

Cleric

Rogue

Wizard

Expert/Bard

All melee weapons
All ranged weapons
All armor types
All shield types

All armor
All melee weapons
Simple ranged weapons
All shield types

Light armor
Light melee weapons
All ranged weapons

No armor
Simple weapons
Simple ranged weapons

All light armor
All light weapons
All ranged weapons

Animal handling

Athletics

Athletics

Academics

Perform

Athletics

Academics

Acrobatics

Arcane

Athletics

Climb

Arcane

Climb

History

Acrobatics

Endurance

History

Demolitions

Religion

Academics

Intimidation

Investigation

Investigation

Research

Deception

Drive

Nature

Search

Investigation

Charm

Navigation

Religion

Sleight of hand

Brew potion

Seduction

Pilor

Medicine

Stealth

Scribe Scroll

Diplomacy

Survival

Intimidation

Pick lock

All language skills
All craft skills
All knowledge skills
All profession skills

Sleight of hand

Swim

Diplomacy

Pick pocket

 

Escape artist

Tactics

Faith

Disable

 

Disguise

Ride

Research

Escape artist

 

Dance

All craft skills
All profession skills
All knowledge skills

Perception

Deception

 

All language skills
All Art skills
All performance skills
All Craft skills
All profession skills
All knowledge skills
All domestic skills

 

Insight

Charm

 

 

 

All craft skills
All profession skills
All knowledge skills
All language skills

Streetwise

 

 

 

 

Disguise

 

 

 

 

Perception

 

 

 

 

Insight

 

 

 

 

Forgery

 

 

 

 

Swim

 

 

 

 

Intimidation

 

 

 

 

All craft skills
All profession skills
All language skills
All knowledge skills

 

 

Saving throws.
Each attribute is also a saving throw and making a saving throw is the same as making a skill check
Saving throw D20+ Attribute modifier + “Stuff”
Trained saving throw D20+ Attribute modifier+ level+ ”Stuff”

Fighters your trained saving throw is Strength & Constitution
Rogues trained saving throw is Dexterity and Intelligence
Cleric you are trained in Wisdom and Charisma
Wizard is trained in Intelligence and Wisdom
The expert is trained in Charisma and Dexterity

Weapons.
Melle weapons. Untrained D20+ Str mod + “Stuff”
Trained  D20 + Str mod + level+ “Stuf”
Melee damage: Str mod + Dice +”Stuff”
Ranged weapons. Untrained D20 + Dex mod+ “Stuf”
Trained weapons. D20+Dex mod +level +”Stuf”
Ranged damage: Dice + Dex mod with some, but not all

Rules clarifications.
1: Prone. You are knocked on your keister and must spend an action to stand up, any attacks made against you while prone are rolled with advantage.

2: Swallowed whole:  You will take Bite damage from the creature and on the next round you will take 2d6 acid damage at the start of your action until you either escape or are dissolved. You must do a minimum of 10 points of damage to make a hole big enough to get out.

3: Advantage. Roll twice and take the best of the two numbers.

4: Disadvantage: Roll twice and take the lower of the two numbers.

9: Difficulty class. 8+ level + primary stat mod.

10: Primary attributes.
Fighter, your Strength is your primary attribute.
Rogue, your Dexterity is your primary attribute.
Clerics(Shaman/Druid) your Wisdom is your primary attribute
Wizards(warlock/sorcerer) your Intelligence is your primary attribute.
Bard., your Charisma is your primary attribute.
Armor class: 10 + your Dex mod, or Armor AC+ your Dex mod.
Hit points: 1d6 + your con mod or by class.

Attribute

Modifier

1-3

-4

4-5

-3

6-7

-2

8-9

-1

10-11

0

12-13

+1

14-15

+2

16-17

+3

18-19

+4

20-21

+5

11: Bonus to hit/damage
Strength mod for melee weapons
Dex mod for ranged weapons

Called shot. Roll with disadvantage but if successful you can chose to do X2 damage or normal damage and impose disadvantage on your target on their next round.
Nat 20. you can chose to do X2 damage or normal damage and impose disadvantage on your target on their next round.

12: What can I do on my action.
On your action you can; Move 30 feet and perform an action/make an attack.
Perform an action/make an attack and move 30 feet.
Focus on a spell and move 30 feet.
Dash, move 60 feet and not take an action.
Move 30 feet and Dodge ( Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker)
Dodge and move 30 feet.

Disengage (If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn.) and move 30 feet.
Move 30 feet and Hide(make a stealth check)

13: Skills.
Untrained skills. The “I’ve played 1000 hours of Microsoft simulator “rule states you can try any skill even if your untrained you just don’t get any bonuses.
Skills pit a d20 roll and a series of modifiers against the Difficulty Class (DC) of the action you are trying to perform. To perform a skill check, roll a d20 and add the following bonuses:
Your level
Your ability score modifier (each skill is based on one of your ability scores)
A +4 bonus if you’re trained in the skill.

14: Gear
The stuff no hero would leave home without/towel rule.
“A towel has immense psychological value. For some reason, if a stag (stag: Non hitchhiker) discovers that a hitchhiker has his towel with him, he will automatically assume that he is also, in possession of a toothbrush, washcloth, soap, tin of biscuits, flask, compass, map, ball of string, gnat spray, wet-weather gear, space suit, etc., etc. Furthermore, the stag will then happily lend the hitchhiker any of these or a dozen other items that the hitchhiker might accidentally have ‘lost’”
The Hitchhiker’s Guide to the Galaxy.

The universe assumes you have rope, torches, food, water and other basic hero gear and thus you do, you do not have to waste all 3 hours of the game shopping for Rope because you already have rope-etc.
The only time you need to visit Seth’s Gear and Ammo is for things like armor, weapons, special gear

15: Short rest /long rest/town
During a short rest some abilities may recharge and you can administer first aid, cast spells etc.
During a long rest all abilities recharge and you will heal back all lost hit points.

So, what can you do in town?
Learn
To learn a new skill, you must find a capable instructor willing to teach you. Learning enables you to take new actions or gives you an advantage in certain areas. Please work with the GM to determine what you can try to learn, how much time it will take, and what it will cost you, then do a DC 18 INT check. If you succeed, you have acquired a new skill; if you fail, you still have to spend the time and the Pogs, but you can always try again.

Partying

Fighting, drinking, and carousing. A Goblin and their Pogs are soon parted, and this is an excellent way for an enterprising hero to waste time and money in the vain attempt to acquire more money and information or just let off steam. The rules for carousing can be found on page 92 of the Shadowdark handbook.

Recovering

The number one thing you can do in town is rest and recover from your last adventure. While hit points can be restored after just a day or two in bed, things like disease, curses, and losing a leg take longer to recover from and may require outside aid, which will take longer and cost you more money. However, isn’t getting a new leg worth it?

Shopping

This game assumes that the hero has all the everyday gear they need to do their job and fight monsters. You don’t need to shop for rope, torches, food, or string; the universe assumes you have already been to Seth’s Gear and Ammo and got some.

 If there is a specific thing the character is looking for, like a healing potion, a birthday cake, or a replacement leg, then by all means, play it out, but for everyday standard adventuring gear like arrows? There is only needed to play that out if it’s essential to the plot.              

16: Damage over time.
DOT happens on the start of your action so all passives are considered. If your standing in a fire you will take the 2d6 fire damage at the start of your action and then you can act.

Magic:
Magic as skill. D20+Your caster mod vs DC 10 + the level of the spell
Magic as mana.

 

 

 

 

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November 24, 2021
75% off black friday sale at Seth's Games and Anime in ventura.

Starting this Friday 11/26/2021 there is a huge 75% off sale on all the products in the "game Room". A lot of classic older games and comics, some of them have been there a WHILE!

Here is the first tour of the product, ill do more

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October 02, 2021
Introduction to the OG GM Adventures

who and what is this and why should you be a part of it.

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