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Hungry Voodoo's Mines of Zolurket (Inactive)

Game Master voodoo chili

In 4121 AR, the desert dwarves of the Barrier Wall Mountains sealed the famed Tar-Urkatha mine abruptly, saying only that one of the richest platinum mines in history had played out. Nearly six centuries later, the truth rises from the darkness.



One Zolurket campaign is off and running so I thought I'd check and see if there is still interest in another take on the dark depths of this infamous haunted mine.

In 4121 AR, the desert dwarves of the Brazen Range sealed the famed Tar-Urkatha mine abruptly saying that one of the richest platinum mines in history had played out. Nearly six centuries later, gnoll traders appear in Katapesh City selling dwarven goods and platinum bars they claim came from the Zolurket mine. If this is true why did the dwarves walk away from a fortune in platinum and precious minerals and then lie about it? And why is Tar-Urkatha now known as Zolurket, the Kelish word for Dark Death? Only the bold will find the answers in the Horror and the Hunger of Zolurket!

All Core and APG rules are fine. We will start at first level with 20 point buy and average gear. Keep in mind this adventure will be mostly underground and undead heavy. So I’d like to see a cleric in the party and dwarves may have an advantage with darkvision and a good fort save.

The campaign will start at the Sueda Lodge in southern Katapesh. So post your questions and characters.

Star Voter 2014

Master Voodoo - if you're still willing, then my Elvish Crypt Breaker Alchemist is still able :)


But of course, my esteemed colleague in the DMing of Dire Depths.


Dwarves and the undead are so very hard to resist. Hmmmmmmm......Let me look into how thin I would be spread applying for a piece of this juicy action.

Grand Lodge

Here's my dwarven cleric that hasn't gotten into any games. I'll have to double check if he has a 20 pt buy.


Adverse to Half Orcs joining the campaign? Could easily make my human ranger a half orc one.


Pathfinder Adventure Path, Modules Subscriber

Interested too, after failing to make it to the first cut. Would play an Elven transmuter.


Gonna retry with a different character. Background soon.

Dedicated Voter 2013, Dedicated Voter 2014

Pathfinder Adventure Path, Roleplaying Game Subscriber

I'm interested Voodoo. I'm wanting to play a Human Oracle (bones mystery, wasting curse) or a human infiltrator archetype ranger (undead adaptation). If jerrand and hu5tru fill these roles then a human inquisitor.

How often are you wanting people to post?

Star Voter 2014

Benevolent and Hungry Dictator - given that we're starting in the Sueda lodge, will this be a Pathfinder venture? - or are we free agents?


@ Mark- Not necessarily a PFS sanctioned mission, but as Sueda is affiliated, Pathfinder members could certainly be along. Sueda Lodge is currently maintained by Var Pindevren (mod spelling) a desert dwarf historian and explorer. Thus the connection.

@ Hu5tru- Half-orcs fine, but may have to deal with dwarven bigotry.

@ Oceanshieldwolf- Daily posting would be good. I tend to try and keep things moving along.


So far looks like (correct me if I'm wrong)-

Mark Sweetman- Elven Alchemist (Cryptbreaker)
Jerrand Oferton- Dwarf Cleric
Hu5tru- Human or Half-orc Ranger
Randall793- Elven Wizard (Transmuter)
Cortos- Dwarf Barbarian
Oceanshieldwolf- ?
Bilbo Bang-Bang- maybe ?

I like what I'm seeing. I should mention 2 traits allowed and it helps me if you can give me some stats for comparision.


Looks like you could use the aid of a fella like this. I will likely edit him a little if picked up. A lot of books have come out since he was created and I have played in a lot more games, haha. But, for the most part only minor tweaks would be changed to make him suitable.


Well, I suppose that I could make a dwarf ranger. However, when I think svelte scout character, my brain does not fire "dwarf." You make no mention of races, but of dark vision, which the half orc has, where a human does not. A disadvantage, yes, and there is no way, save dipping a level of oracle some cure light powers that I'd be able to get it as a human without being a silly person who optimizes that well for a concept.

Stats are in the old thread, but I believe were for a 25 pt build? So would have to be modified.

Str 16 (5)
Dex 15 (7)
Con 14 (5)
Int 10 (0)
Wis 13 (3)
Cha 10 (0)

Going for switch hitter ranger, although if close quarters are more of what is implied, I might drop Dex down slightly and go sword and board, and then definitely dwarven.


Background:
Cortos hates the Katapesh weather. Too hot and dry, not to mention all that sand. But for someone that was born and lived in the frozen reaches of Hillscross, deep in the Realms of the Mammooth Lords, that's understandable. Cortos was part of a tribe of dwarven wanderers, orphans or rejects of various clans. With them he learned to fight his way against orcs and goblins in the dark caves of the north, working as hired muscle for whoever was willing to pay. But after an unsuccessful raid, his tribe was left in ruins and dismissed. This happened when Cortos received word that one of his long lost relatives was still alive in Katapesh. With nothing more to do in the icy regions of Golarion, Cortos decided to try his luck in the hot ones and go meet this relative, one of the few descendants of the clans that once dwelled the mines of Tar-Urkatha. The journey was long and hard, but Cortos eventually arrived, but only to find his relative, named Tholdotr, on his deathbed. Nevertheless, they were happy to have met in the end, even if for such a brief time.

Two years have passed since Tholdort funerals, and Cortos is still a mercenary, fighting into sand tunnels instead than rock ones. He still has to get used to the life in Katapesh. One day he was walking through the markets when he saw a gnoll selling old goods with a distinctive dwarvish appearance. They looked exactly like the ones Tholdort had in his house, and he told Cortos they were relics from Tar-Urkatha his ancestors gave him. Cortos asked the gnoll where did he found that stuff. The gnoll told Cortos to piss off and die. Nedless to say, Cortos almost tore the gnoll's teeth off and was able to make him talk: the mines of Zolurket are open again, and a bunch of gnoll riffraffs are raiding it out. With a renewed sense of dwarvery running wild through him, Cortos decided to go there to know what exactly is going on and started asking around if there's someone else willing to follow him.

Now with background! The character sheet is also up.

Star Voter 2014

Seamus - feel free to take an archetype that gives up Trapfinding (since most of the decent ones do), as my Alchy will fill that gap.

Current thoughts on my Elf is that his father was of Vudrani descent but left in ages past for undisclosed reasons. As he neared death (insert my character's name) was accompanying him back home. He fell ill near the Sueda lodge - and convalesced there until he passed. Given that (insert my character's name) now has no ties to hold him he would be open to adventuring.

Voodoo - is it ok for me to take a trait from the Legacy of Fire Player's Guide?
I'm looking at Uwaga Highlander - which used to give a bonus to both Hide and Move Silent (with a double bonus in rocky terrain) - so I'm guessing that would collapse down to just a Stealth bonus.


Hey Voodoo, if you don't mind having someone applying that is already in one of your games, then I would like to throw out a character concept. I'm thinking a dwarven rogue, skill monkey, scout archetype, and general foul-tempered tinkerer would be interesting. Stats to follow.


I'd be interested. :)

Do you consider UM and UC core? I know some folks do, that's why I ask :) if so, then I was think about a human gunslinger, but whose profession is a Mining engineer. He's always had a fascination with the Zolarket mine due to some family interaction with descendants of the original dwarves who sealed the mine.

Thoughts?

Dedicated Voter 2013, Dedicated Voter 2014

Pathfinder Adventure Path, Roleplaying Game Subscriber

Hey voodoo. Looks like you've got plenty of interest. My third choice isn't calling to me...
So humbly withdrawing. Have fun and take care in the mines folks!


Seamus:
Hey I recognize that bowler hatted varmint. Didn't you see that ZetaG was resurrecting his River Kingdom campaign? I was surprised you didn't get back on board. As Mark noted, Cryptbreaker has trap removal covered. The first 5 PCs actually work pretty well so I hope you don't mind if I just go with them, my friend. I think Harl would have been great, but I guess he will just have to settle with keeping Pitr company :)

Hi all,
Thanks for the interest! Actually I'm thinking the first 5 form a pretty solid group. That and the fact this thread is being all surly with me leads me to invite:

Mark Sweetman- Elven Alchemist (Cryptbreaker)
Jerrand Oferton- Dwarf Cleric
Hu5tru- Some kinda Ranger
Randall793- Elven Wizard (Transmuter)
Cortos- Dwarf Barbarian

on over to the discussion group. Well, as soon as I create it.


Go ahead and post here to let me know you're in.
Voodoo Hunger's Safe Haven.


Voodoo:
Haha, no problem, brother. I actually missed that Zeta was getting that up again. I though about submitting Harl as a first level character paladin out on his first mission for the Hammers. Funny that you should say that. Have a blast and I'll keep ol' Pitr safe and heal any gifts from questionable ladies he might come across, lol.


DM VooDoo:
Didn't realize this was a second campaign, mistook it for VoV's campaign.. I would love to play my dwarf monk in this campaign. Let me know if you can fit a 6th player in.

This is essentially the character - this one was created for VoV's campaign and about to be added to VoV's monk campaign. I could easily mix him up a little if you let him in.

Frakdar Stonefist


well, our dwarf comrades were lost somewhere in the interwebs...

SO I'm reopening recruitment for two players-
the current party includes:

Two Elves- Alchemist (Cryptbreaker) and Wizard (Transmuter)
One Half-Orc Ranger

I'm thinking Fighting and Cleric types would be very useful. Zolurket will contain quite a bit of fighting undead in the dark so that's why I’d really like to see a cleric in the party and Dwarves may have an advantage with darkvision and a good fort save. Propose what you'd really like to play though.

All Core Book and APG rules are fine.
You'll come in at 2nd level (20 point buy stats) and 1,000 gp of gear.

You'll be joining the party in the western city of Solku in the nation of Katapesh as the party prepares to depart for the mines. I don't require a great deal of background, but try to give me a reason you'd be around Solku and interested in the mines.


I'll work up a dwarven cleric, sounds fun.


Surak Kekmor, cleric of Ragathiel, domains Leadership (Nobility), Archon (Good)

What's the HP gain rule? For now I put in max and avg+1 for level 1 and 2.

details:
SURAK KEKMOR CR 1
Male Dwarf Cleric 2
NG Medium Humanoid (Dwarf)
Init +2; Senses Darkvision (60 feet); Perception +5
--------------------
DEFENSE
--------------------
AC 19, touch 12, flat-footed 17. . (+6 armor, +1 shield, +2 Dex)
hp 20 (2d8+5)
Fort +4, Ref +2, Will +6
Defensive Abilities Deep Warrior; SR 7
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Light Shield Bash -1 (1d4+2/20/x2) and
. . Cold Iron Javelin +3 (1d6+2/20/x2) and
. . Cold Iron Javelin +3 (1d6+2/20/x2) and
. . Cold Iron Javelin +3 (1d6+2/20/x2) and
. . Cold Iron Javelin +3 (1d6+2/20/x2) and
. . Cold Iron Javelin +3 (1d6+2/20/x2) and
. . Masterwork Sword, Bastard +4 (1d10+2/19-20/x2) and
. . Unarmed Strike +3 (1d3+2/20/x2)
Ranged Crossbow, Light +3 (1d8/19-20/x2)
Spell-Like Abilities Touch of Good (6/day)
Cleric Spells Known (CL 2, 3 melee touch, 3 ranged touch):
1 (3/day) Murderous Command (DC 14), Hide from Undead (DC 14), Bless, Weapons against Evil (DC 14)
0 (at will) Stabilize, Detect Magic, Guidance (DC 13), Vigor
--------------------
STATISTICS
--------------------
Str 14, Dex 14, Con 12, Int 10, Wis 16, Cha 12
Base Atk +1; CMB +3; CMD 15
Feats Toughness +3
Traits Armor Expert, Zest for Battle
Skills Acrobatics -1, Climb -1, Escape Artist -1, Fly -1, Heal +8, Perception +5, Ride -1, Stealth -1, Swim -1
Languages Common, Dwarven
SQ Archon, Aura (Ex), Channel Positive Energy 1d6 (4/day) (DC 12) (Su), Cleric Domain: Leadership, Greed, Hatred, Inspiring Command (1 allies) (Su), Slow and Steady, Spontaneous Casting, Stability
Combat Gear Cold Iron Bolts, Crossbow (50), Cold Iron Bolts, Crossbow (50), Cold Iron Bolts, Crossbow (50), Cold Iron Bolts, Crossbow (50), Cold Iron Javelin, Cold Iron Javelin, Cold Iron Javelin, Cold Iron Javelin, Cold Iron Javelin, Crossbow, Light, Masterwork Breastplate, Masterwork Shield Spikes Shield, Light Wooden, Masterwork Sword, Bastard; Other Gear Backpack, Masterwork (empty)
--------------------
SPECIAL ABILITIES
--------------------
Archon Associated Domain: Good
Armor Expert -1 Armor check penalty.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (4/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Leadership Associated Domain: Nobility
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deep Warrior +2 AC and +2 grapple vs. Aberrations.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Inspiring Command (1 allies) (Su) Allies gain +2 Attack AC, CMD, skill checks
Slow and Steady Your base speed is never modified by encumbrance.
Spell Resistance (7) You have Spell Resistance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 to avoid being bull rushed or tripped while standing.
Touch of Good (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.
Zest for Battle Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.
--------------------
The Kekmor family wandered more than typical dwarves, as they spent more time with other followers of Ragathiel than with normal dwarves.

Noran ended up training as a monk, and becoming a zen archer. His brother Surak focused on religious and martial studies, and eventually became a cleric of Ragathiel, charged with protecting the defenseless and defending society from unnatural evils, specifically of the undead and outsider varieties.

During a time of study in Katapesh, the followers of Ragathiel started to hear rumors of evil centered around the mines near Solku; Surak was sent to investigate, and has met a group of adventurers who may have different goals, but all seek to enter the mines as a means to achieve them.


BTW you might want to make a new post linking to this one, most people probably see a thread start date last year and don't look even with new posts.


If you don't mind a player who is in another game, then I would love to work up a Dwarven fighter.

Shadow Lodge

Dotting for interest. I will post a concept later on.


Voodoo, What's happenin'? Just picked up a copy of the dwarves book. I can hit you with a cleric or fighter. I will work something up for you tonight.


Aoth- looks good. hps for a cleric would be 1d5+3 so you at least get 1/2 possible per HD. I'm not looking for a huge number of applicants anyway just the more perceptive : )

Dorf- I really try not to double dip. I've been lucky to get a bunch of great and dedicated players in my games and would like to meet more new folks. The only exception I've made to this is Mark as he is running the other Zolurket game and I just thought he might like to be on the other side of the screen as well.

Merck- lets see what you got.

BBB- It'd be great to play with you again if you aren't tired of playing dwarves. I saw you just started yet another one with IronDice.


It's all good VD. I kinda hoped you wouldn't get much response so you'd be forced to take me. Guess I'm glad that's not the case though after all 8-).


Hungry Voodoo wrote:
Aoth- looks good. hps for a cleric would be 1d5+3 so you at least get 1/2 possible per HD. I'm not looking for a huge number of applicants anyway just the more perceptive :)

OK, cool system. Full HP's for level 1 or roll that one as well?


Aoth- full hp for level 1 then boosted roll.


1d5 ⇒ 5

woot :)


Aoth- he should be tough enough to last a while : )

Merck, Bilbo- got anything for as fighter yet?


I just got the Dwarf Player Companion, lol. How could anyone ever get tired of Dwarves!?! I will have a concept for your consideration up today. I finally am back in the states and on leave right now so I need to hit coffee shop up to get a little WiFi for my Hero Lab equipped netbook to post the finished fella. Will a barbarian be okay? If not, I have fighter concept also.


Tararr Trollsplitter:

All dwarves take the time honored path of the warrior seriously. Others live it. The crunch of bone and rending of flesh fuels their bloodlust like coal feeds their forges. For a dwarven warrager only the destruction of time tested enemies brings them fulfillment others find at the anvil or stone wall of a mine.

Tararr showed these qualities early in life. Rapidly knocking back and weathering the heavy blows of older warrior apprentices, Tararr showed his zest for battle was more in line with the less "stable" members of the warrior's guild. Filled with stories of lost strongholds to the like of orcs, drow, and the undead. Tararr and his warrager brothers developed a hatred for the ancient enemies that outpaced the most bigoted of his former companions. Urged by the guildmaster to seek out lost dwarven lands and reclaim them in the name of Torag.

Upon hearing of the lost mines of Zolkuret, Tararr knew that this would be one such calling he must answer. Hefting his gear, Tararr answered the war horns in his soul.

I will have the crunch up in a couple of hours. Bar2 Invulnerable Rager.


Crunch-
hp:
TARARR TROLLSPLITTER CR 1
Male Dwarf Barbarian (Invulnerable Rager) 2
NG Medium Humanoid (Dwarf)
Init +4; Senses Darkvision (60 feet); Perception +7
--------------------
DEFENSE
--------------------
AC 18, touch 12, flat-footed 16. . (+6 armor, +2 Dex)
hp 17 (2d12+4)
Fort +5, Ref +2, Will +2
Defensive Abilities Defensive Training; DR 1/—, 2/lethal
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Axe, Throwing +5 (1d6+3/20/x2) and
. . Gauntlet (from Armor) +5 (1d3+3/20/x2) and
. . Masterwork Earth Breaker +6 (2d6+4/20/x3) and
. . Unarmed Strike +5 (1d3+3/20/x2)
Special Attacks Relentless
--------------------
STATISTICS
--------------------
Str 16, Dex 14, Con 15, Int 10, Wis 14, Cha 8
Base Atk +2; CMB +5; CMD 17
Feats Power Attack -1/+2
Traits Reactionary, Tunnel Fighter
Skills Acrobatics +3, Escape Artist -2, Fly -2, Perception +7, Ride -2, Stealth -2, Survival +7
Languages Common, Dwarven
SQ Fast Movement +10 (Ex), Greed, Hardy +2, Hatred, Rage (9 rounds/day) (Ex), Reckless Abandon (+/-1) (Ex), Slow and Steady, Stonecunning +2
Combat Gear Axe, Throwing (2), Masterwork Chainmail, Masterwork Earth Breaker; Other Gear Backpack, Masterwork (empty), Blanket, Oil of Magic Weapon, Potion of Cure Light Wounds (3), Potion of Protection From Evil
--------------------
SPECIAL ABILITIES
--------------------
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (9 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-1) (Ex) Trade AC penalty for to hit bonus while raging.
Relentless +2 Bull Rush and Overrun if you and your opponent are standing on the ground.
Slow and Steady Your base speed is never modified by encumbrance.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.

Shadow Lodge

Voodoo Chili:
I am having problems coming up with a concept, my last characters wore all clerics and I am a little burn out on the class. I recently read the guide to the dragon disciple PrC here on the forums and my head if full of dragons lol.

But i have an idea for a fighter type. After looking up UC i really enjoyed the samurai crunch, cant say i care for the fluff. Would you allow a samurai played as a regular cavalier? If so will will post my gnome knight tonight


Merck- I like the samurai as a class, but don't think it would be appropriate for the mood of this campaign. sorry.

Aoth and BBB- just checking with the current party members, but I think you're good to go.


Groovy.

Shadow Lodge

Np, good luck guys.


Excellent, went ahead and made an alias (this guy is the brother of my PFS zen archer dwarf).


Hey Voodoo, did your folks give us the green light? If need any changes made to the character, I am happy to re-work any aspect of the fella you guys prefer.


hey guys- they both look great! head on over to the discussion thread for introductions and I'll work you into the game as soon as the existing PCs get settled into Solku : )


Is there still room for one more? And if so what character type would you be looking for?


BigCoffee- I think I'm good with five for now. thanks for the interest though.

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